Interface: The main disadvantage of operating a Windows 7 phone is the software part that looks and feels the same as its contemporaries. The pre-installed apps do make a difference but that’s when we dig the phone.
The interface of the Windows 7 phones is highly appreciable since the large tiled icons provide an enjoyable experience of playing around with the home screen. Constantly updating with pictures, music tracks or unread emails you have the choice of customizing by moving the tiles or deleting unwanted icons, depending on requirements. Swipe the home screen and there an endless list of downloaded apps waving at the door. Overall, the highlight of the Windows 7 interface is its simplicity and responsiveness where one doesn’t get boggled down of how, when and where to use the applications.
Unfortunately, despite of all the above mentioned positives, Windows 7 fails due to lack of multitasking. One has to use the Start key to return to the home screen or use the Back key to exit the current app and return to the last app used. Since, the OS was supposed to be a notch over its predecessors and counterparts, it sadly lacks in such an important department.
Media: HTC HD7 uses the Zune interface to interact with the media and that’s the only way to deal with it, whether it on the phone or synching it with external devices. However, no complaints at all, since the software works like a dream being one of the best inclusions by Microsoft in recent times. Other supporting audio affects like SRS Surround Music and Dolby Mobile worked fine as well, but save the Dolby for video to enjoy the adventure of a booming theatrical experience.
Watching videos on the HTC HD7 imply a relaxing time, with popcorn bag in hand. The 4.3” touch screen works to its advantage offering a fairly spacious platform for videos. Furthermore, one has a kickstand to watch those hands free in landscape mode (only). While the experience is great, it would have been much better to locate the Stereo Speakers in the front rather than on the sides. Zune Marketplace is open for downloading and renting videos.
Camera & Video: The HTC HD7 comes with a 5MP camera with a bright dual LED flash. Camera function can be easily accessed from the home screen and the phone enables you to change a lot of options such as focus mode, ISO levels, flash, etc; a welcome change indeed. However, same cannot be said about the video, since its not even at all times despite favourable conditions.
HTC Hub & Xbox Live: The Xbox Live integration is one of the major attractions for any Windows 7 phone, true for HTC HD7 as well. There are lot of fun things to do with the Xbox Live such as play exciting games, set up an account, chat up with friends and challenge them to a game.
HTC Hub gives you a sense of Déjà vu of HTC Sense UI, but that’s momentary. Each animation takes seconds to get over with a fleeting happiness of fun but then disable the options when you find the same fun taking time much of your time.
Nokia Lumia 610 NFC
General 2G Network GSM 850 / 900 / 1800 / 1900
3G Network HSDPA 850 / 900 / 1900 / 2100
Announced 2012, April
Status Coming soon. Exp. release 2012, Q3
Body Dimensions 119 x 62 x 12 mm, 77.6 cc
Weight 135 g
Display Type TFT capacitive touchscreen, 56K colors
Size 480 x 800 pixels, 3.7 inches (~252 ppi pixel density)
Multitouch Yes
Protection Corning Gorilla Glass
Sound Alert types Vibration; MP3, WAV ringtones
Loudspeaker Yes
3.5mm jack Yes
Memory Card slot No
Internal 8 GB storage, 256 MB RAM
Data GPRS Class 10 (4+1/3+2 slots), 32 - 48 kbps
EDGE Class 10, 236.8 kbps
Speed HSDPA, 7.2 Mbps; HSUPA, 5.76 Mbps
WLAN Wi-Fi 802.11 b/g/n
Bluetooth Yes, v2.1 with A2DP, EDR
NFC Yes
USB Yes, microUSB v2.0
Camera Primary 5 MP, 2592х1944 pixels, autofocus, LED flash
Features Geo-tagging, face detection
Video Yes, 720p@30fps
Secondary No
Features OS Microsoft Windows Phone 7.5 Mango
CPU 800 MHz
Sensors Accelerometer, compass
Messaging SMS (threaded view), MMS, Email, Push Email, IM
Browser HTML5
Radio Stereo FM radio with RDS
GPS Yes, with A-GPS support
Java No
Colors Black, white
- MicroSIM card support only
- SNS integration
- Active noise cancellation with dedicated mic
- MP3/WAV/eAAC+/WMA player
- MP4/H.264/H.263/WMV player
- Document viewer
- Video/photo editor
- Voice memo/dial
- Predictive text input
Battery Standard battery, Li-Ion 1300 mAh (BP-3L)
Stand-by Up to 670 h (2G) / Up to 720 h (3G)
Talk time Up to 10 h 30 min (2G) / Up to 9 h 30 min (3G)
Music play Up to 35 h
3G Network HSDPA 850 / 900 / 1900 / 2100
Announced 2012, April
Status Coming soon. Exp. release 2012, Q3
Body Dimensions 119 x 62 x 12 mm, 77.6 cc
Weight 135 g
Display Type TFT capacitive touchscreen, 56K colors
Size 480 x 800 pixels, 3.7 inches (~252 ppi pixel density)
Multitouch Yes
Protection Corning Gorilla Glass
Sound Alert types Vibration; MP3, WAV ringtones
Loudspeaker Yes
3.5mm jack Yes
Memory Card slot No
Internal 8 GB storage, 256 MB RAM
Data GPRS Class 10 (4+1/3+2 slots), 32 - 48 kbps
EDGE Class 10, 236.8 kbps
Speed HSDPA, 7.2 Mbps; HSUPA, 5.76 Mbps
WLAN Wi-Fi 802.11 b/g/n
Bluetooth Yes, v2.1 with A2DP, EDR
NFC Yes
USB Yes, microUSB v2.0
Camera Primary 5 MP, 2592х1944 pixels, autofocus, LED flash
Features Geo-tagging, face detection
Video Yes, 720p@30fps
Secondary No
Features OS Microsoft Windows Phone 7.5 Mango
CPU 800 MHz
Sensors Accelerometer, compass
Messaging SMS (threaded view), MMS, Email, Push Email, IM
Browser HTML5
Radio Stereo FM radio with RDS
GPS Yes, with A-GPS support
Java No
Colors Black, white
- MicroSIM card support only
- SNS integration
- Active noise cancellation with dedicated mic
- MP3/WAV/eAAC+/WMA player
- MP4/H.264/H.263/WMV player
- Document viewer
- Video/photo editor
- Voice memo/dial
- Predictive text input
Battery Standard battery, Li-Ion 1300 mAh (BP-3L)
Stand-by Up to 670 h (2G) / Up to 720 h (3G)
Talk time Up to 10 h 30 min (2G) / Up to 9 h 30 min (3G)
Music play Up to 35 h
Nokia Lumia 900
General 2G Network GSM 850 / 900 / 1800 / 1900
3G Network HSDPA 850 / 900 / 1900 / 2100
Announced 2012, February
Status Coming soon
Body Dimensions 127.8 x 68.5 x 11.5 mm, 90 cc
Weight 160 g
Display Type AMOLED capacitive touchscreen, 16M colors
Size 480 x 800 pixels, 4.3 inches (~217 ppi pixel density)
Multitouch Yes
Protection Corning Gorilla Glass
- Nokia ClearBlack display
Sound Alert types Vibration; MP3, WAV ringtones
Loudspeaker Yes
3.5mm jack Yes
Memory Card slot No
Internal 16GB storage, 512 MB RAM
Data GPRS Class 33
EDGE Class 33
Speed HSDPA, 42 Mbps; HSUPA, 5.76 Mbps
WLAN Wi-Fi 802.11 b/g/n
Bluetooth Yes, v2.1 with A2DP, EDR
USB Yes, microUSB v2.0
Camera Primary 8 MP, 3264x2448 pixels, Carl Zeiss optics, autofocus, dual-LED flash
Features Geo-tagging
Video Yes, 720p@30fps, video stabilization
Secondary Yes, 1.3 MP, VGA@15fps
Features OS Microsoft Windows Phone 7.5 Mango
Chipset Qualcomm APQ8055 Snapdragon
CPU 1.4 GHz Scorpion
GPU Adreno 205
Sensors Accelerometer, gyro, proximity, compass
Messaging SMS (threaded view), MMS, Email, Push Email, IM
Browser HTML5
Radio Stereo FM radio with RDS
GPS Yes, with A-GPS support and GLONASS
Java No
Colors Black, cyan, white
- MicroSIM card support only
- SNS integration
- Active noise cancellation with dedicated mic
- MP3/WAV/eAAC+/WMA player
- MP4/H.264/H.263/WMV player
- Document viewer/editor
- Video/photo editor
- Voice memo/command/dial
- Predictive text input
Battery Standard battery, Li-Ion 1830 mAh (BP-6EW)
Stand-by Up to 300 h (2G) / Up to 300 h (3G)
Talk time Up to 7 h (2G) / Up to 7 h (3G)
Music play Up to 60 h
3G Network HSDPA 850 / 900 / 1900 / 2100
Announced 2012, February
Status Coming soon
Body Dimensions 127.8 x 68.5 x 11.5 mm, 90 cc
Weight 160 g
Display Type AMOLED capacitive touchscreen, 16M colors
Size 480 x 800 pixels, 4.3 inches (~217 ppi pixel density)
Multitouch Yes
Protection Corning Gorilla Glass
- Nokia ClearBlack display
Sound Alert types Vibration; MP3, WAV ringtones
Loudspeaker Yes
3.5mm jack Yes
Memory Card slot No
Internal 16GB storage, 512 MB RAM
Data GPRS Class 33
EDGE Class 33
Speed HSDPA, 42 Mbps; HSUPA, 5.76 Mbps
WLAN Wi-Fi 802.11 b/g/n
Bluetooth Yes, v2.1 with A2DP, EDR
USB Yes, microUSB v2.0
Camera Primary 8 MP, 3264x2448 pixels, Carl Zeiss optics, autofocus, dual-LED flash
Features Geo-tagging
Video Yes, 720p@30fps, video stabilization
Secondary Yes, 1.3 MP, VGA@15fps
Features OS Microsoft Windows Phone 7.5 Mango
Chipset Qualcomm APQ8055 Snapdragon
CPU 1.4 GHz Scorpion
GPU Adreno 205
Sensors Accelerometer, gyro, proximity, compass
Messaging SMS (threaded view), MMS, Email, Push Email, IM
Browser HTML5
Radio Stereo FM radio with RDS
GPS Yes, with A-GPS support and GLONASS
Java No
Colors Black, cyan, white
- MicroSIM card support only
- SNS integration
- Active noise cancellation with dedicated mic
- MP3/WAV/eAAC+/WMA player
- MP4/H.264/H.263/WMV player
- Document viewer/editor
- Video/photo editor
- Voice memo/command/dial
- Predictive text input
Battery Standard battery, Li-Ion 1830 mAh (BP-6EW)
Stand-by Up to 300 h (2G) / Up to 300 h (3G)
Talk time Up to 7 h (2G) / Up to 7 h (3G)
Music play Up to 60 h
Resident Evil 6
Capcom has remained fairly tight-lipped when it comes to Resident Evil 6, but the publisher and developer has confirmed that it is on the way. After the world discovers that there have been some nasty things happening due to bioterrorists attacks, Leon Kennedy and Chris Redfield team up to help stop a potentially worldwide epidemic. Beyond that, there isn’t much know about the game. It is probably a fair assumption that you will run into some form of evil creatures, people that have been transformed into things that need to be shot in the face, and possibly at least one annoying girl that you have to escort to safety while she helplessly gets hit in the head with an axe (looking at you Resident Evil 4). More details will likely flood out soon.
Resident Evil 6, known in Japan as Biohazard 6 , is an upcoming third-person shooter dramatic horror video game developed and published by Capcom and scheduled for release on October 2, 2012 for PlayStation 3 and Xbox 360, and at a later date for Microsoft Windows.[3]
Gameplay
Resident Evil 6 will allow players to select three scenarios with connected storylines. The player characters from each scenario will have their own partners in a similar fashion to previous games.[4] The game will have two primary enemies including the returning zombies and the newly introduced J'avo. Unlike zombies, J'avos are able to interact between each other to plan a certain attack and can also heal themselves.[5]
Storyline
The year is 2013 and U.S. President Adam Benford has decided to reveal the truth behind what took place in the 1998 Raccoon City Destruction Incident in the belief that it will curb the current resurgence in bioterrorist activity.[6] Due to be by the President’s side is his personal friend and Raccoon City survivor, Leon S. Kennedy, but when the venue suffers a bioterrorist attack, Leon is forced to face a President transformed beyond recognition and make his hardest decision ever. At the same time, Bioterrorism Security Assessment Alliance member Chris Redfield arrives in the fictional Chinese city, Lanshiang (based on Hong Kong), itself under threat of a bioterrorist attack.[7] With no country safe from these attacks and the ensuing outbreaks, the entire world’s population is united by a common fear that there is no hope left.[8]
Development
Concept development of the game began soon after the release of Resident Evil 5, and began full development in 2010. An official trailer was released on January 19, 2012.[9] On April 10, 2012, a second trailer was released which detailed the game's plot further, also revealed that the release date has been moved from November 20, 2012 to October 2, 2012.[10]
The development of the game is led by Hiroyuki Kobayashi, who is stated by Capcom to be aiming to "deliver the most impressive Resident Evil title ever both in terms of scope and production values." Capcom also noted that the game is meant to be "a giant stride forward in the evolution of the series."[11] In the updated trailer featuring introductions from the producers and director, the game has a development staff of more than 600, making it Capcom's biggest production to date.[12]
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Etichete: Biohazard 6, bioterrorists, capcom, dramatic horror, Hong Kong, Resident Evil 5, Resident Evil 6, third-person shooter, video game
Tom Clancy’s Ghost Recon: Future Soldier
Tom Clancy’s Ghost Recon: Future Soldier
Tom Clancy’s Ghost Recon: Future Soldier (May 22, 2012; PC, PS3, 360; Ubisoft Paris & Ubisoft Red Storm, Ubisoft)
For the last two years, this game has been on the best-of lists of most people who saw it at E3. Even two years ago the game looked amazing, and that was just an early build that needed a lot of polish. Well, the wait is finally (almost) over, and this summer we’ll be able to get our hands on the next entry in the Tom Clancy franchise. No doubt, Clancy himself spent grueling hours, painstakingly encoding each line to make sure that it honored his name! Yeah, probably not, but Ubisoft has done a good job with Tom Clancy games, and Ghost Recon looks like it may be one of the best yet. The game will honor the previous Ghost Recon titles, but it will also feel like a totally new game. This is not just Ghost Recon: Advanced Warfighter 3, but rather a slightly new take on a squad-based shooter
Gameplay
The game is a third-person cover-based shooter, except when aiming using sights at which point the game switches to a first-person camera in order to facilitate more precise aiming.[12] Cover can be partially destroyed, forcing the players to constantly seek other hiding spots.[12] While in cover, players can be suppressed. When under fire by an enemy machine gun, the field of vision will decrease, making it harder to return fire.
A new feature in the series is the "optical camouflage",[13] a form of active camouflage which allows the Ghosts to become harder to see.[14] According to the game designer Rafael Morado, the optical camo technology is still a prototype and there are disadvantages. The camo will only stay active as long as the player maintains a low profile. When the player moves too quickly or fires their weapon, the camo will deactivate.[15] It should also be noted that the optical camo will not function as an invisibility cloak. Enemies will be able to see the Ghosts when they are close enough.
Unlike previous Ghost Recon games, the player will not micromanage their squad. Instead, the player can mark targets. During firefights, the player can mark one high priority target, on which squad-members should focus fire. Outside of firefights, up to four targets can be marked for a synchronized shot. The Ghosts will automatically choose a target and move into position to take this target out. When the player gives the command or when the player shoots their own target, all other Ghosts will simultaneously shoot their targets.
Players will also be able to control drones.[16] Some drones have already been confirmed, such as the Drone Crawler (a small remote controlled quadrotor which can land and drive around) and the War Hound (a heavy walking robot, similar to BigDog, which can be used as portable cover).[17]
During E3 2011 Ubisoft debuted Gunsmith, which allows the player to customize and try out their weapons. Parts that can be customized include optics, attachments, trigger group and barrel. Gunsmith will be available for both single player and multiplayer. In the campaign, players will unlock complete weapons (that include all parts) by completing missions and challenges. In multiplayer, players will unlock weapons and earn credits as they level their character. The credits can then be spent on weapon parts. On the Xbox 360, players can use Kinect to customize their weapons through hand gestures and voice commands.[18]
Development
Initially, the title of a Ghost Recon release was revealed to be Tom Clancy's Ghost Recon Predator by an OFLC release.[19] However in December 2009, "Ghost Recon: Future Soldier" was trademarked by Ubisoft, raising speculation that this could be the name for the upcoming Ghost Recon 4.[20] This was subsequently confirmed by an official announcement.[21]
The release of Future Soldier was initially targeted for the 2009–2010 fiscal year;[9] publication was delayed to the 2010–2011 fiscal year,[22] and then to the "March quarter of 2011" in May 2010,[23] and then to the April 2011 – March 2012 fiscal period.[24][25] The PC version was officially declared as cancelled in December 2011 and replaced by Ghost Recon Online, citing piracy as the main reason.[26][27] However, on January 10, 2012, the PC version was officially reannounced as being in development along with its console counterparts.
Resident Evil 6, known in Japan as Biohazard 6 , is an upcoming third-person shooter dramatic horror video game developed and published by Capcom and scheduled for release on October 2, 2012 for PlayStation 3 and Xbox 360, and at a later date for Microsoft Windows.[3]
Gameplay
Resident Evil 6 will allow players to select three scenarios with connected storylines. The player characters from each scenario will have their own partners in a similar fashion to previous games.[4] The game will have two primary enemies including the returning zombies and the newly introduced J'avo. Unlike zombies, J'avos are able to interact between each other to plan a certain attack and can also heal themselves.[5]
Storyline
The year is 2013 and U.S. President Adam Benford has decided to reveal the truth behind what took place in the 1998 Raccoon City Destruction Incident in the belief that it will curb the current resurgence in bioterrorist activity.[6] Due to be by the President’s side is his personal friend and Raccoon City survivor, Leon S. Kennedy, but when the venue suffers a bioterrorist attack, Leon is forced to face a President transformed beyond recognition and make his hardest decision ever. At the same time, Bioterrorism Security Assessment Alliance member Chris Redfield arrives in the fictional Chinese city, Lanshiang (based on Hong Kong), itself under threat of a bioterrorist attack.[7] With no country safe from these attacks and the ensuing outbreaks, the entire world’s population is united by a common fear that there is no hope left.[8]
Development
Concept development of the game began soon after the release of Resident Evil 5, and began full development in 2010. An official trailer was released on January 19, 2012.[9] On April 10, 2012, a second trailer was released which detailed the game's plot further, also revealed that the release date has been moved from November 20, 2012 to October 2, 2012.[10]
The development of the game is led by Hiroyuki Kobayashi, who is stated by Capcom to be aiming to "deliver the most impressive Resident Evil title ever both in terms of scope and production values." Capcom also noted that the game is meant to be "a giant stride forward in the evolution of the series."[11] In the updated trailer featuring introductions from the producers and director, the game has a development staff of more than 600, making it Capcom's biggest production to date.[12]
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Etichete: Biohazard 6, bioterrorists, capcom, dramatic horror, Hong Kong, Resident Evil 5, Resident Evil 6, third-person shooter, video game
Tom Clancy’s Ghost Recon: Future Soldier
Tom Clancy’s Ghost Recon: Future Soldier
Tom Clancy’s Ghost Recon: Future Soldier (May 22, 2012; PC, PS3, 360; Ubisoft Paris & Ubisoft Red Storm, Ubisoft)
For the last two years, this game has been on the best-of lists of most people who saw it at E3. Even two years ago the game looked amazing, and that was just an early build that needed a lot of polish. Well, the wait is finally (almost) over, and this summer we’ll be able to get our hands on the next entry in the Tom Clancy franchise. No doubt, Clancy himself spent grueling hours, painstakingly encoding each line to make sure that it honored his name! Yeah, probably not, but Ubisoft has done a good job with Tom Clancy games, and Ghost Recon looks like it may be one of the best yet. The game will honor the previous Ghost Recon titles, but it will also feel like a totally new game. This is not just Ghost Recon: Advanced Warfighter 3, but rather a slightly new take on a squad-based shooter
Gameplay
The game is a third-person cover-based shooter, except when aiming using sights at which point the game switches to a first-person camera in order to facilitate more precise aiming.[12] Cover can be partially destroyed, forcing the players to constantly seek other hiding spots.[12] While in cover, players can be suppressed. When under fire by an enemy machine gun, the field of vision will decrease, making it harder to return fire.
A new feature in the series is the "optical camouflage",[13] a form of active camouflage which allows the Ghosts to become harder to see.[14] According to the game designer Rafael Morado, the optical camo technology is still a prototype and there are disadvantages. The camo will only stay active as long as the player maintains a low profile. When the player moves too quickly or fires their weapon, the camo will deactivate.[15] It should also be noted that the optical camo will not function as an invisibility cloak. Enemies will be able to see the Ghosts when they are close enough.
Unlike previous Ghost Recon games, the player will not micromanage their squad. Instead, the player can mark targets. During firefights, the player can mark one high priority target, on which squad-members should focus fire. Outside of firefights, up to four targets can be marked for a synchronized shot. The Ghosts will automatically choose a target and move into position to take this target out. When the player gives the command or when the player shoots their own target, all other Ghosts will simultaneously shoot their targets.
Players will also be able to control drones.[16] Some drones have already been confirmed, such as the Drone Crawler (a small remote controlled quadrotor which can land and drive around) and the War Hound (a heavy walking robot, similar to BigDog, which can be used as portable cover).[17]
During E3 2011 Ubisoft debuted Gunsmith, which allows the player to customize and try out their weapons. Parts that can be customized include optics, attachments, trigger group and barrel. Gunsmith will be available for both single player and multiplayer. In the campaign, players will unlock complete weapons (that include all parts) by completing missions and challenges. In multiplayer, players will unlock weapons and earn credits as they level their character. The credits can then be spent on weapon parts. On the Xbox 360, players can use Kinect to customize their weapons through hand gestures and voice commands.[18]
Development
Initially, the title of a Ghost Recon release was revealed to be Tom Clancy's Ghost Recon Predator by an OFLC release.[19] However in December 2009, "Ghost Recon: Future Soldier" was trademarked by Ubisoft, raising speculation that this could be the name for the upcoming Ghost Recon 4.[20] This was subsequently confirmed by an official announcement.[21]
The release of Future Soldier was initially targeted for the 2009–2010 fiscal year;[9] publication was delayed to the 2010–2011 fiscal year,[22] and then to the "March quarter of 2011" in May 2010,[23] and then to the April 2011 – March 2012 fiscal period.[24][25] The PC version was officially declared as cancelled in December 2011 and replaced by Ghost Recon Online, citing piracy as the main reason.[26][27] However, on January 10, 2012, the PC version was officially reannounced as being in development along with its console counterparts.
Nokia Asha 303
General 2G Network GSM 850 / 900 / 1800 / 1900 3G Network HSDPA 850 / 900 / 1700 / 1900 / 2100
Announced 2011, October
Status Available. Released 2011, December
Body Dimensions 116.5 x 55.7 x 13.9 mm, 72 cc
Weight 99 g
Keyboard QWERTY
Display Type TFT capacitive touchscreen, 256K colors
Size 320 x 240 pixels, 2.6 inches (~154 ppi pixel density)
Sound Alert types Vibration, Polyphonic(64), WAV, MP3 ringtones
Loudspeaker Yes
3.5mm jack Yes, check quality
Memory Card slot microSD, up to 32GB
Phonebook Yes, Photocall
Call records Yes
Internal 170 MB (100 MB user available), 256 MB ROM, 128 MB RAM
Data GPRS Class 33
EDGE Class 32
Speed HSDPA, 10.2 Mbps; HSUPA, 2 Mbps
WLAN Wi-Fi 802.11 b/g/n
Bluetooth Yes, v2.1 with A2DP, EDR
USB Yes, microUSB v2.0, USB On-the-go support
Camera Primary 3.2 MP, 2048x1536 pixels, fixed focus, check quality
Features Face detection
Video Yes, VGA@15fps
Secondary No
Features CPU 1 GHz
Messaging SMS(threaded view), MMS, Email, Push Email, IM
Browser WAP 2.0/xHTML, HTML, Adobe Flash Lite
Radio Stereo FM radio with RDS
Games Yes + downloadable
GPS No
Java Yes, MIDP 2.1
Colors Red, Graphite, Silver White, Aqua, Green, Purple
- SNS integration
- MP4/H.264/H.263/WMV player
- MP3/WAV/WMA/AAC player
- Organizer
- Voice memo
- Predictive text input
Battery Standard battery, Li-Ion 1300 mAh (BP-3L)
Stand-by Up to 720 h (2G) / Up to 840 h (3G)
Talk time Up to 8 h 10 min (2G) / Up to 7 h 10 min (3G)
Music play Up to 47 h
Misc SAR US 1.16 W/kg (head) 1.10 W/kg (body)
SAR EU 0.79 W/kg (head)
Call of Duty 9
echnically, Activision has not announced that there will be a Call of Duty game this year. Technically. Ever since Call of Duty 2 came out in 2005, there has been an annual Call of Duty release. And they tend to do ok, commercially. As a side note, someone really needs to invent a sarcasm key. The most recent release, Modern Warfare 3 broke not just gaming records, but entertainment records in general. The game hit $1 billion faster than any entertainment property in history. Not even the firing of the guys in charge of Infinity Ward (the original developers of Call of Duty) and subsequent exodus of at least a third the staff could delay a release. So it is a fairly good chance that there will be one this year. Again, a sarcasm key would be golden there. Maybe “berlin sans” font? The only real question is which company will develop it and when will it be set. Infinity Ward is out until at least 2013 after having done its duty (Get it? “Duty?” sorry, couldn’t resist), which traditionally means that Treyarch would be up to bat following its 2010 Black Ops. There have even been reports that Activision snagged a bunch of website names associated with “Black Ops 2,” suggesting that’s what we’ll get later this year. But then there is Raven Software and Sledgehammer Games, both of which were brought in to help with MW3, and both of which are said to be continuing work on the franchise for their own releases. But whoever develops this year’s game, they will have their work cut out for them. MW3 made a boat load of cash, but it also took a lot of criticism for its lack of innovation. What the next game (which will probably be Black Ops 2) does to make sure the franchise isn’t growing stale will be vital to the health of the series.
Call of Duty 9 is the working title for the ninth major release in the Call of Duty video game series currently under development.
Development
Activision Blizzard CEO Robert Kotick stated on November 8, 2011 that a new Call of Duty game was in development for a 2012 release and will be the newest installment in the franchise.[1] The game was officially confirmed by Activision during its fourth-quarter earnings call on February 9, 2012, and promised that it will feature "meaningful innovation" for the series.[2][3]
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Etichete: [1] Android, Call of Duty 9, HP webOS, iOS, Mac OS X, Microsoft Windows, Nintendo DS, Nokia Symbian and Windows Phone, PlayStation 3, PlayStation Portable, Xbox 360
Transformers: Fall of Cybertron
Transformers: Fall of Cybertron
Transformers: Fall of Cybertron (Fall; 360, PS3-High Moon Studios, Activision Blizzard)
The sequel to the 2010 sleeper hit, Transformer: War for Cybertron, will feature the fall of Cybertron. Not really a spoiler since it is right there in the title. If you haven’t played the series, then you should know that these games are not related to the movies — that fact can’t be stressed enough. You’ll realize that just minutes in when you discover that there is a real honest-to-God plot. And not just a “we have a plan that involves blowing up Egypt, MUWAHAHAHA!” but an actual plot, complete with some close-to-emotional scenes as the Autobots watch their home destroyed. And if that isn’t enough to convince you, there will be Dinobots in this game! If you grew up watching the original cartoon, your inner child should be screaming for joy right now.
Transformers: Fall of Cybertron is an upcoming third-person shooter video game being developed by High Moon Studios and published by Activision. Fall of Cybertron is the direct sequel to 2010's Transformers: War for Cybertron. The game follows the events of War for Cybertron as the Autobots struggle to defeat their Decepticon foes in battle for their home planet of Cybertron. The game is scheduled to release on August 28, 2012 in North America and August 31, 2012 in Europe, for the PlayStation 3 and Xbox 360.[3][4][5][6][7] High Moon Studios has confirmed that there will not be a port for the personal computer.[8] The first official cinematic trailer for the game was shown off at the 2011 Spike TV Video Game Awards on December 10, 2011.[9][10]
Gameplay
Like its predecessor, Transformers: Fall of Cybertron is played from a third-person perspective. The weapon selection in Fall of Cybertron is upgraded, with new weapons that fire 75 percent faster.[16] The Autobot, Grimlock (a Transformer who transforms into a dinosaur) is controlled different than other characters. Not having long range weapons (only a sword and a shield) Grimlock cannot transform at will, instead accumulating "rage" as he battles opponents. When he gains enough "rage" Grimlock is able to transform and perform massive damage.[20] Every character will have their own special and unique ability, such as the Autobot Jazz acquiring a grappling hook, Optimus Prime's control of the massive Metroplex and the Combaticons ability to transform into the Decepticon combiner, Bruticus.[11] Bruticus will be playable only in a level where the players will feel "the most powerful."[20] The online co-op campaign play feature in the first game has been dropped and instead of a health system the game will feature a regenerative system.[21] The player will also be able to buy and upgrade their gear.[11] The character creation for online multiplayer has been retooled and will feature more "variety."[11] For online multiplayer, players are able to create their own Autobots and Decepticons from scratch, with hundreds of pieces and thousands of paint job options.[22] Scientist, Infiltrator, Destroyer and Titan are confirmed to be the four "character classes."[23]
Development
Optimus Prime (pictured) underwent design changes for Fall of Cybertron.
In November 2010, Hasbro confirmed in an investor conference that a sequel to the 2010 game Transformers: War for Cybertron would be developed with a release set for fall in 2012.[12][24] Transformers: Fall of Cybertron was officially announced on October 6, 2011 in an article posted on the gaming magazine Game Informer's website.[24] In the article, Game Informer noted that their November issue would contain an exclusive article on the upcoming game and the cover would feature concept art for the game.[12] 1UP.com wrote that fans would be excited to hear another original Transformers game from High Moon Studios was being developed since the game they developed based on the movie Transformers: Dark of the Moon was disappointing.[25][26][27] GamesRadar was also pleased to see an original game being developed, stating, "we're glad [...] developer High Moon Studios is back to what it does best: crafting new/old adventures for the Autobots and Decepticons," and echoing that the prequel was "shockingly good".[13]
Design
Characters in the game will feature a updated appearance, and superior transformation schemes.[28] The character, Optimus Prime was changed to fit a more "warrior" type class, adding more "bulk" on to Prime's body mass.[28] Not only does appearance in character change, but also in weapon design. The designers of the game put out a call to everyone in the studio for ideas of new weapons.[16] Matt Tieger of High Moon explained a main improvement in gameplay with weapons, quoting "We really made a conscious choice to make every upgrade a significant improvement, so one upgrade might increase your firing speed by 75 percent. We could have made the system so that there were a lot of upgrades that each improved your guns a little bit, but we wanted to make each upgrade feel like this giant thing. That way when players buy it they’re really going to feel the difference."[16] Fall of Cybertron has been described to be "more colorful than War for Cybertron".[29]
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Etichete: Activision, Autobots, Cybertron, Decepticon, Europe, High Moon Studios, North America, third-person shooter, Transformers: Fall of Cybertron, Xbox 360
Tomb Raider
Tomb Raider
Tomb Raider (Q3 2012; PC, PS3, 360; Crystal Dynamics, Square Enix)
One of the most iconic characters from the early days of the first disc-based games, Lara Croft, returns. But much younger and hotter. Yay? The upcoming Tomb Raider is not so much a reboot of the franchise, as a prequel that explains how a rich, beautiful, inexplicably athletic noble woman grew up to become Angelina Jolie by way of Indiana Jones. Trapped on an island, surrounded by enemies, in order to survive the younger Lara will have to learn new skills on the fly, as the cosplay-friendly heroine begins her career. Odds are that one of those skills will involve a lot of jumping from one platform to another, an ability that will serve her well in later years.
Tomb Raider is a media franchise consisting of video games, comic books, novels, theme park rides and movies, centring around the adventures of the fictional English archaeologist Lara Croft. Since the release of the original Tomb Raider in 1996, the series developed into a lucrative franchise of related media, and Lara went on to become a major icon of the virtual gaming industry. In 2006, Lara Croft was inducted into the Walk of Game and the Guinness Book of World Records has recognised her as the "Most Successful Human Virtual Game Heroine". The first six games in the series were developed by Core Design, whilst Crystal Dynamics developed the latest four; their fifth game is currently in production. Two movies - Lara Croft: Tomb Raider and Lara Croft Tomb Raider: The Cradle of Life - have been produced starring American actress Angelina Jolie as Lara Croft, the first of which is still the highest-grossing film adaptation of a video game ever released in U.S., and third worldwide.
Lara Croft
Main article: Lara Croft
Alison Carroll, the 6th and final of the official Lara Croft models (2008-2010)
The central character in Tomb Raider is the English archaeologist Lara Croft, a female adventurer in search of ancient relics. Lara was created by one-time Core designer Toby Gard,[1] and grew out of a number of ideas discarded in early concepts. She appears almost invariably with brown shorts, boots and small backpack, a dark green or blue sleeveless top, holsters on both sides of her hip for dual wielded pistols. Over the course of the series, her 3D model has undergone gradual graphical improvements, as well as enlarged (and later reduced) breast size.
Over the course of time, the Tomb Raider series' canon has undergone various changes or retcons. These changes correspond to the series entering a new medium, such as comic books or film, or being taken over by another game developer. For example, in the first Tomb Raider game manual, Lara Croft is said to have survived a plane crash in the Himalayas at the age of twenty one, and was later disowned by her parents, who are still living.[2] However, in the comics, Lara lost both her parents and her fiancé in the crash. The films make no mention of a plane crash, Lara's mother died when she was too young to remember, and her father died under different circumstances. When development of Tomb Raider was transferred from Core Design to Crystal Dynamics, Lara's biography, was that she and her mother survived a plane crash and later, her mother disappears in the site where they crashed (see Tomb Raider: Legend). She was then left to her father, who did not take part in the crash, and he was later killed by Jaqueline Natla, a recurring character in the series, leaving Lara an orphan. However, in the Lara Croft movie, Lara's father gets killed by the Illuminati (see Tomb Raider).[3][4]
In addition to the voice actresses who have been responsible for Lara Croft's spoken dialogue during the games, a number of women have taken on the role of Lara for applications outside of the games themselves. Six different women have served as the official Lara Croft model for publicity purposes, including model Nell McAndrew, actress Rhona Mitra, and, most recently, gymnast Alison Carroll, who held the job until 2010. American film star Angelina Jolie portrayed Lara Croft in two feature-length Tomb Raider films, which together grossed nearly US$500 million worldwide, making her role as Lara the most well known and widely seen of any other.
Nearly fifteen years after the release of the original game, Lara is still one of the most famous and recognizable video game characters in the history of the medium. The debate over whether she is an icon of female empowerment or a vessel for male titillation has existed for as long as she has, but the huge effect she has had on both gaming and popular culture in general can not be denied.[5]
Call of Duty 9 is the working title for the ninth major release in the Call of Duty video game series currently under development.
Development
Activision Blizzard CEO Robert Kotick stated on November 8, 2011 that a new Call of Duty game was in development for a 2012 release and will be the newest installment in the franchise.[1] The game was officially confirmed by Activision during its fourth-quarter earnings call on February 9, 2012, and promised that it will feature "meaningful innovation" for the series.[2][3]
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Etichete: [1] Android, Call of Duty 9, HP webOS, iOS, Mac OS X, Microsoft Windows, Nintendo DS, Nokia Symbian and Windows Phone, PlayStation 3, PlayStation Portable, Xbox 360
Transformers: Fall of Cybertron
Transformers: Fall of Cybertron
Transformers: Fall of Cybertron (Fall; 360, PS3-High Moon Studios, Activision Blizzard)
The sequel to the 2010 sleeper hit, Transformer: War for Cybertron, will feature the fall of Cybertron. Not really a spoiler since it is right there in the title. If you haven’t played the series, then you should know that these games are not related to the movies — that fact can’t be stressed enough. You’ll realize that just minutes in when you discover that there is a real honest-to-God plot. And not just a “we have a plan that involves blowing up Egypt, MUWAHAHAHA!” but an actual plot, complete with some close-to-emotional scenes as the Autobots watch their home destroyed. And if that isn’t enough to convince you, there will be Dinobots in this game! If you grew up watching the original cartoon, your inner child should be screaming for joy right now.
Transformers: Fall of Cybertron is an upcoming third-person shooter video game being developed by High Moon Studios and published by Activision. Fall of Cybertron is the direct sequel to 2010's Transformers: War for Cybertron. The game follows the events of War for Cybertron as the Autobots struggle to defeat their Decepticon foes in battle for their home planet of Cybertron. The game is scheduled to release on August 28, 2012 in North America and August 31, 2012 in Europe, for the PlayStation 3 and Xbox 360.[3][4][5][6][7] High Moon Studios has confirmed that there will not be a port for the personal computer.[8] The first official cinematic trailer for the game was shown off at the 2011 Spike TV Video Game Awards on December 10, 2011.[9][10]
Gameplay
Like its predecessor, Transformers: Fall of Cybertron is played from a third-person perspective. The weapon selection in Fall of Cybertron is upgraded, with new weapons that fire 75 percent faster.[16] The Autobot, Grimlock (a Transformer who transforms into a dinosaur) is controlled different than other characters. Not having long range weapons (only a sword and a shield) Grimlock cannot transform at will, instead accumulating "rage" as he battles opponents. When he gains enough "rage" Grimlock is able to transform and perform massive damage.[20] Every character will have their own special and unique ability, such as the Autobot Jazz acquiring a grappling hook, Optimus Prime's control of the massive Metroplex and the Combaticons ability to transform into the Decepticon combiner, Bruticus.[11] Bruticus will be playable only in a level where the players will feel "the most powerful."[20] The online co-op campaign play feature in the first game has been dropped and instead of a health system the game will feature a regenerative system.[21] The player will also be able to buy and upgrade their gear.[11] The character creation for online multiplayer has been retooled and will feature more "variety."[11] For online multiplayer, players are able to create their own Autobots and Decepticons from scratch, with hundreds of pieces and thousands of paint job options.[22] Scientist, Infiltrator, Destroyer and Titan are confirmed to be the four "character classes."[23]
Development
Optimus Prime (pictured) underwent design changes for Fall of Cybertron.
In November 2010, Hasbro confirmed in an investor conference that a sequel to the 2010 game Transformers: War for Cybertron would be developed with a release set for fall in 2012.[12][24] Transformers: Fall of Cybertron was officially announced on October 6, 2011 in an article posted on the gaming magazine Game Informer's website.[24] In the article, Game Informer noted that their November issue would contain an exclusive article on the upcoming game and the cover would feature concept art for the game.[12] 1UP.com wrote that fans would be excited to hear another original Transformers game from High Moon Studios was being developed since the game they developed based on the movie Transformers: Dark of the Moon was disappointing.[25][26][27] GamesRadar was also pleased to see an original game being developed, stating, "we're glad [...] developer High Moon Studios is back to what it does best: crafting new/old adventures for the Autobots and Decepticons," and echoing that the prequel was "shockingly good".[13]
Design
Characters in the game will feature a updated appearance, and superior transformation schemes.[28] The character, Optimus Prime was changed to fit a more "warrior" type class, adding more "bulk" on to Prime's body mass.[28] Not only does appearance in character change, but also in weapon design. The designers of the game put out a call to everyone in the studio for ideas of new weapons.[16] Matt Tieger of High Moon explained a main improvement in gameplay with weapons, quoting "We really made a conscious choice to make every upgrade a significant improvement, so one upgrade might increase your firing speed by 75 percent. We could have made the system so that there were a lot of upgrades that each improved your guns a little bit, but we wanted to make each upgrade feel like this giant thing. That way when players buy it they’re really going to feel the difference."[16] Fall of Cybertron has been described to be "more colorful than War for Cybertron".[29]
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Etichete: Activision, Autobots, Cybertron, Decepticon, Europe, High Moon Studios, North America, third-person shooter, Transformers: Fall of Cybertron, Xbox 360
Tomb Raider
Tomb Raider
Tomb Raider (Q3 2012; PC, PS3, 360; Crystal Dynamics, Square Enix)
One of the most iconic characters from the early days of the first disc-based games, Lara Croft, returns. But much younger and hotter. Yay? The upcoming Tomb Raider is not so much a reboot of the franchise, as a prequel that explains how a rich, beautiful, inexplicably athletic noble woman grew up to become Angelina Jolie by way of Indiana Jones. Trapped on an island, surrounded by enemies, in order to survive the younger Lara will have to learn new skills on the fly, as the cosplay-friendly heroine begins her career. Odds are that one of those skills will involve a lot of jumping from one platform to another, an ability that will serve her well in later years.
Tomb Raider is a media franchise consisting of video games, comic books, novels, theme park rides and movies, centring around the adventures of the fictional English archaeologist Lara Croft. Since the release of the original Tomb Raider in 1996, the series developed into a lucrative franchise of related media, and Lara went on to become a major icon of the virtual gaming industry. In 2006, Lara Croft was inducted into the Walk of Game and the Guinness Book of World Records has recognised her as the "Most Successful Human Virtual Game Heroine". The first six games in the series were developed by Core Design, whilst Crystal Dynamics developed the latest four; their fifth game is currently in production. Two movies - Lara Croft: Tomb Raider and Lara Croft Tomb Raider: The Cradle of Life - have been produced starring American actress Angelina Jolie as Lara Croft, the first of which is still the highest-grossing film adaptation of a video game ever released in U.S., and third worldwide.
Lara Croft
Main article: Lara Croft
Alison Carroll, the 6th and final of the official Lara Croft models (2008-2010)
The central character in Tomb Raider is the English archaeologist Lara Croft, a female adventurer in search of ancient relics. Lara was created by one-time Core designer Toby Gard,[1] and grew out of a number of ideas discarded in early concepts. She appears almost invariably with brown shorts, boots and small backpack, a dark green or blue sleeveless top, holsters on both sides of her hip for dual wielded pistols. Over the course of the series, her 3D model has undergone gradual graphical improvements, as well as enlarged (and later reduced) breast size.
Over the course of time, the Tomb Raider series' canon has undergone various changes or retcons. These changes correspond to the series entering a new medium, such as comic books or film, or being taken over by another game developer. For example, in the first Tomb Raider game manual, Lara Croft is said to have survived a plane crash in the Himalayas at the age of twenty one, and was later disowned by her parents, who are still living.[2] However, in the comics, Lara lost both her parents and her fiancé in the crash. The films make no mention of a plane crash, Lara's mother died when she was too young to remember, and her father died under different circumstances. When development of Tomb Raider was transferred from Core Design to Crystal Dynamics, Lara's biography, was that she and her mother survived a plane crash and later, her mother disappears in the site where they crashed (see Tomb Raider: Legend). She was then left to her father, who did not take part in the crash, and he was later killed by Jaqueline Natla, a recurring character in the series, leaving Lara an orphan. However, in the Lara Croft movie, Lara's father gets killed by the Illuminati (see Tomb Raider).[3][4]
In addition to the voice actresses who have been responsible for Lara Croft's spoken dialogue during the games, a number of women have taken on the role of Lara for applications outside of the games themselves. Six different women have served as the official Lara Croft model for publicity purposes, including model Nell McAndrew, actress Rhona Mitra, and, most recently, gymnast Alison Carroll, who held the job until 2010. American film star Angelina Jolie portrayed Lara Croft in two feature-length Tomb Raider films, which together grossed nearly US$500 million worldwide, making her role as Lara the most well known and widely seen of any other.
Nearly fifteen years after the release of the original game, Lara is still one of the most famous and recognizable video game characters in the history of the medium. The debate over whether she is an icon of female empowerment or a vessel for male titillation has existed for as long as she has, but the huge effect she has had on both gaming and popular culture in general can not be denied.[5]
Halo 4
Although Bungie, the creators of Halo, have moved on to greener cross-platform pastures, Master Chief is too damn tough to let a little thing like a change of developers stop him. Halo 4 marks the first chapter of a new trilogy named the “Reclaimer Trilogy,” which will be helmed by former Bungie employees so the series is in good hands. Rather than enjoying his time off after kinda saving the galaxy, Master Chief is immediately thrust back into action as he and his now unstable AI BFF, Cortana, find themselves in an artificial habitable shield world built around a sun (also known to sci-fi geeks everywhere as a Dyson’s Sphere). There will be a shift in the tone of the gameplay too, and there will be more of an open feel to the levels as there was in the original Halo, rather than the more directed feel of the later Halo games that pushed you into the action.
Halo 4 is an upcoming video game and the eighth installment in the Halo franchise being developed for the Xbox 360.[1][2] Halo 4 is intended to be the first of a new trilogy of Halo series games, named the "Reclaimer Trilogy".[3] Whereas the previous Halo games were developed by Bungie,[4] Halo 4 will be developed by 343 Industries. The game continues some time after the ending of Halo 3, and marks the return of the Master Chief as the main protagonist. Cortana will also appear in the game.[5] The game is set for a worldwide release on November 6, 2012.[6]
Halo 4 marks the return of John-117 - the "Master Chief" - as a playable protagonist for the first time since 2007's Halo 3, as 2009's Halo 3: ODST and 2010's Halo: Reach focused on new characters and playing styles.[7][3] Having been lost in space in the finale of Halo 3, John-117 and Cortana, adrift aboard the wreckage of the UNSC frigate Forward Unto Dawn, find themselves near a mysterious Forerunner planet, which was first seen at the end of Halo 3 once players beat the game on the highest difficulty setting.[8][9] A key plot point will involve changes to Cortana and how her exposure to Halo and her operation beyond her natural lifespan may have contributed to her becoming "rampant."[10] Developers revealed in fall 2011 that the game will involve a "shield world," a hollow artificial Dyson sphere type megastructure, possibly being set inside it.[11]
The story of Halo 4 will be focused less on the Halo series' traditional straightforward first person shooter genre, instead relying more on mystery, exploration and discovery. Developers described the game as being grand in scope and scale. Forerunner elements will be featured extensively in the game's environment. Developers also suggested that the game will reveal how humanity and the UNSC have adapted to the galaxy after the end of their war with the Covenant, particularly how they have co-opted Forerunner technology.[9]
Unlike the original trilogy, the story has been designed to be part of a three-game arc from the beginning. In addition, developer 343 Industries is aiming for a more complete connectivity between all of their future media than before,[9] and the Forerunner Saga novel Halo: Primordium, the post-war novel Halo: Glasslands, and the terminals in Halo: Combat Evolved Anniversary, will "definitely" have "resonant connections" to Halo 4's story.[9] Little information has been released regarding the storyline trilogy, but developers have intended that Halo 5 will be a much darker title before the conflict is resolved in Halo 6.[11]
Development
Halo 4 was officially announced on June 4, 2011, at E3 2011. Its development was revealed at the same time as Halo: Combat Evolved Anniversary.[12] Microsoft's UK entertainment director Stephen McGill saw the November 2011 release of Halo: Combat Evolved Anniversary as a way to introduce a new generation of fans to Halo before the release of Halo 4.[13]
The game's creative team, which comprises nearly 200 people who have been developing the game since at least 2009, is led by creative director Josh Holmes.[9] The game will continue the Halo series' tradition of inspiring wonder in the player while providing engaging, visceral gameplay. The game will utilize much of the "sandbox" that has been featured across all six prior Halo games and other media, in addition to introducing new characters, weapons, vehicles, and other elements.[9] The game's "sandbox" and overall style are meant to be more evocative of Halo: Combat Evolved than of later installments.[8]
Master Chief's character will also be explored and developed in more depth than in the prior games, and the relationship between John and Cortana will be heavily featured and greatly expanded. The new design of the Master Chief's armor has undergone a number of iterations, and it has been confirmed that the design from the announcement trailer is not the final version.[9] Developer Frank O'Connor said December 2 that both Master Chief and Cortana will undergo "radical" changes in appearance for the new game, some of them attributed to better graphics and others to story elements.[10]
The art director for Halo 4 is Kenneth Scott. He described the visual style of Halo 4 as being more ingrained in the expanded universe fiction, and more "mature" than before. With the game's increased focus on the Forerunners, the artists have invested heavily on the look and feel of Forerunner technology. It has also been stated that there will be more diversity to Forerunner structures, including fully active Forerunner technology as opposed to the mostly inert and abandoned structures seen in the earlier games.[9]
Sotaro Tojima, best known for his work on Konami's Castlevania: Circle of the Moon and Metal Gear Solid 4: Guns of the Patriots, serves as Halo 4's audio director.[9] The team has performed many live audio recording sessions, several of which occurred in Tasmania, Australia. Some of these recording sessions have taken place in generally inhospitable environments, such as underwater, in fire, and in ice, through the use of specially designed microphones;[9] other recording sessions have utilized "home made" explosives.[14] Tojima intends for the game's audio to be clearly grounded in the Halo universe, though to also have a more realistic quality than in past titles.[9]
On April 11, 2012, it was announced that British record producer and score composer; Neil Davidge would be the lead composer for the soundtrack of Halo 4.[15] Neil intends to add "a touch of romance" to the score[16] as well as adding more electronic sounds whilst still keeping it grounded in the "Halo" universe.[17] He intends to keep the feel that Martin O'Donnell originally created 10 years ago but will not use any of the previous themes composed for previous games, opting instead to create a whole new set for the new trilogy.[18]
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Etichete: 343 Industries, Cortana, Dyson sphere, Forerunner, Halo 4, Halo franchise, John-117, Master Chief, megastructure, UNSC, Xbox 360
Assassin’s Creed III
Assassin’s Creed III
Assassin’s Creed III (November 2012; TBA; Ubisoft Montreal, Ubisoft)
The November release date here is a guess, but it fits, as every other game in the series has been released in November. Ubisoft hasn’t let anything slip about Assassin’s Creed 3, and technically it is not even confirmed yet. But it kind of is. Ubisoft developers have confirmed that the series will have something of a conclusion this year — or at least the current present-day story with Desmond looking to thwart a Templar plot will be resolved. It kind of has to, since the event is supposed to take place in 2012. Ubisoft could always delay, but that doesn’t seem likely, nor is it in keeping with what we’ve already heard. The game will introduce a new historical assassin, feature an all new time period, and put Desmond in a more active role. The real question isn’t when Assassin’s Creed III will be out, but when it will be set.
Assassin's Creed III is an upcoming game being developed by Ubisoft set for release on October 31, 2012. It will feature a new setting (Colonial United States of America), as well as a new protagonist a half Native American, half British man named Connor (his Native American name being Ratonhaketon) Kenway. The game will feature 30 years of Connor's life from 1753 to 1783 and feature the cities of Boston and New York, as well as a wilderness area known as the Frontier in which 1/3 of missions will take place. Ubisoft has stated that the game will be bigger than its previous installments; the Frontier alone being 1.5 times bigger than Rome from Assassin's Creed: Brotherhood. As of February 15, 2012, Ubisoft had worked on the title for three years. It will also be 20% longer than Assassin's Creed II.
The game will also feature some real historical figures like Nicolo Machiavelli and Leonardo da Vinci in the Ezio games; George Washington and Benjamin Franklin will be featured in the new Assassin's Creed III. There will also be new weapons such as, the tomahawk/axe and the bow and arrow.
Assassin's Creed III will feature new weather simulations such as snow, fog and rain depending on the seasons, weather will also determine how the templars and soldiers will move around.
Corey May, who has been writer for Assassin's Creed, Assassin's Creed II and Assassin's Creed: Brotherhood, is the writer for this game. Alex Hutchinson is the lead designer for the game.[7]
Gameplay has been completely revamped. New combat animations, and styles have replaced the old ones. Free running has been changed to allow Connor to climb trees, swing along branches, etc. Connor will now be able to hunt animals for skins in the wilderness while at the same time Connor himself might find that he is being hunted by other animals.
Assassin's Creed is an award winning historical fiction action-adventure open world stealth video game series that as of 2012 consists of five main games and a number of supporting materials. The games have appeared on the PlayStation 3, Xbox 360, Microsoft Windows, Mac OS X, Nintendo DS, PlayStation Portable, iOS, HP webOS,[1] Android, Nokia Symbian and Windows Phone platforms, with a PlayStation Vita on the way, and will be coming to the Wii U. The main games in the franchise were developed by Ubisoft Montreal, with the handheld titles developed by Gameloft and Gryptonite Studios, with additional development by Ubisoft Montreal. All games in the franchise are published by Ubisoft.
Gameplay
While the game is presented through the protagonist Desmond Miles, the bulk of the game is played as Desmond experiences the memories of either Altaïr, Ezio, or Connor through the Animus. This provides a means of a diegetic interface for the player, showing Altaïr or Ezio's health, equipment, goals, and other features as part of the Animus interface. The Animus is based on the player, as Desmond, controlling the assassin to maintain the synchronization between Desmond and his ancestor's memories. Performing actions that go against the Assassin's way or dying breaks the synchronization, effectively requiring the player to restart at a previous checkpoint. Furthermore, the player cannot explore outside of areas that the assassin has not experienced yet. There are also abnormalities within the Animus from previous users of the device.
While playing as the Assassin characters, the games are generally presented as third-person in an open world, focusing on stealth and parkour. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a "leap of faith" into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of Desmond, who by nature of the Animus use has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe and assassination targets by illuminating people in different colors. Through the Animus interface, the player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner such as by only killing the mission's target.
The games use the concept of "active" versus "passive" moves, with "active" moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a band on the Assassin's arm, and which also can be used to quietly assassinate targets.
Halo 4 is an upcoming video game and the eighth installment in the Halo franchise being developed for the Xbox 360.[1][2] Halo 4 is intended to be the first of a new trilogy of Halo series games, named the "Reclaimer Trilogy".[3] Whereas the previous Halo games were developed by Bungie,[4] Halo 4 will be developed by 343 Industries. The game continues some time after the ending of Halo 3, and marks the return of the Master Chief as the main protagonist. Cortana will also appear in the game.[5] The game is set for a worldwide release on November 6, 2012.[6]
Halo 4 marks the return of John-117 - the "Master Chief" - as a playable protagonist for the first time since 2007's Halo 3, as 2009's Halo 3: ODST and 2010's Halo: Reach focused on new characters and playing styles.[7][3] Having been lost in space in the finale of Halo 3, John-117 and Cortana, adrift aboard the wreckage of the UNSC frigate Forward Unto Dawn, find themselves near a mysterious Forerunner planet, which was first seen at the end of Halo 3 once players beat the game on the highest difficulty setting.[8][9] A key plot point will involve changes to Cortana and how her exposure to Halo and her operation beyond her natural lifespan may have contributed to her becoming "rampant."[10] Developers revealed in fall 2011 that the game will involve a "shield world," a hollow artificial Dyson sphere type megastructure, possibly being set inside it.[11]
The story of Halo 4 will be focused less on the Halo series' traditional straightforward first person shooter genre, instead relying more on mystery, exploration and discovery. Developers described the game as being grand in scope and scale. Forerunner elements will be featured extensively in the game's environment. Developers also suggested that the game will reveal how humanity and the UNSC have adapted to the galaxy after the end of their war with the Covenant, particularly how they have co-opted Forerunner technology.[9]
Unlike the original trilogy, the story has been designed to be part of a three-game arc from the beginning. In addition, developer 343 Industries is aiming for a more complete connectivity between all of their future media than before,[9] and the Forerunner Saga novel Halo: Primordium, the post-war novel Halo: Glasslands, and the terminals in Halo: Combat Evolved Anniversary, will "definitely" have "resonant connections" to Halo 4's story.[9] Little information has been released regarding the storyline trilogy, but developers have intended that Halo 5 will be a much darker title before the conflict is resolved in Halo 6.[11]
Development
Halo 4 was officially announced on June 4, 2011, at E3 2011. Its development was revealed at the same time as Halo: Combat Evolved Anniversary.[12] Microsoft's UK entertainment director Stephen McGill saw the November 2011 release of Halo: Combat Evolved Anniversary as a way to introduce a new generation of fans to Halo before the release of Halo 4.[13]
The game's creative team, which comprises nearly 200 people who have been developing the game since at least 2009, is led by creative director Josh Holmes.[9] The game will continue the Halo series' tradition of inspiring wonder in the player while providing engaging, visceral gameplay. The game will utilize much of the "sandbox" that has been featured across all six prior Halo games and other media, in addition to introducing new characters, weapons, vehicles, and other elements.[9] The game's "sandbox" and overall style are meant to be more evocative of Halo: Combat Evolved than of later installments.[8]
Master Chief's character will also be explored and developed in more depth than in the prior games, and the relationship between John and Cortana will be heavily featured and greatly expanded. The new design of the Master Chief's armor has undergone a number of iterations, and it has been confirmed that the design from the announcement trailer is not the final version.[9] Developer Frank O'Connor said December 2 that both Master Chief and Cortana will undergo "radical" changes in appearance for the new game, some of them attributed to better graphics and others to story elements.[10]
The art director for Halo 4 is Kenneth Scott. He described the visual style of Halo 4 as being more ingrained in the expanded universe fiction, and more "mature" than before. With the game's increased focus on the Forerunners, the artists have invested heavily on the look and feel of Forerunner technology. It has also been stated that there will be more diversity to Forerunner structures, including fully active Forerunner technology as opposed to the mostly inert and abandoned structures seen in the earlier games.[9]
Sotaro Tojima, best known for his work on Konami's Castlevania: Circle of the Moon and Metal Gear Solid 4: Guns of the Patriots, serves as Halo 4's audio director.[9] The team has performed many live audio recording sessions, several of which occurred in Tasmania, Australia. Some of these recording sessions have taken place in generally inhospitable environments, such as underwater, in fire, and in ice, through the use of specially designed microphones;[9] other recording sessions have utilized "home made" explosives.[14] Tojima intends for the game's audio to be clearly grounded in the Halo universe, though to also have a more realistic quality than in past titles.[9]
On April 11, 2012, it was announced that British record producer and score composer; Neil Davidge would be the lead composer for the soundtrack of Halo 4.[15] Neil intends to add "a touch of romance" to the score[16] as well as adding more electronic sounds whilst still keeping it grounded in the "Halo" universe.[17] He intends to keep the feel that Martin O'Donnell originally created 10 years ago but will not use any of the previous themes composed for previous games, opting instead to create a whole new set for the new trilogy.[18]
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Etichete: 343 Industries, Cortana, Dyson sphere, Forerunner, Halo 4, Halo franchise, John-117, Master Chief, megastructure, UNSC, Xbox 360
Assassin’s Creed III
Assassin’s Creed III
Assassin’s Creed III (November 2012; TBA; Ubisoft Montreal, Ubisoft)
The November release date here is a guess, but it fits, as every other game in the series has been released in November. Ubisoft hasn’t let anything slip about Assassin’s Creed 3, and technically it is not even confirmed yet. But it kind of is. Ubisoft developers have confirmed that the series will have something of a conclusion this year — or at least the current present-day story with Desmond looking to thwart a Templar plot will be resolved. It kind of has to, since the event is supposed to take place in 2012. Ubisoft could always delay, but that doesn’t seem likely, nor is it in keeping with what we’ve already heard. The game will introduce a new historical assassin, feature an all new time period, and put Desmond in a more active role. The real question isn’t when Assassin’s Creed III will be out, but when it will be set.
Assassin's Creed III is an upcoming game being developed by Ubisoft set for release on October 31, 2012. It will feature a new setting (Colonial United States of America), as well as a new protagonist a half Native American, half British man named Connor (his Native American name being Ratonhaketon) Kenway. The game will feature 30 years of Connor's life from 1753 to 1783 and feature the cities of Boston and New York, as well as a wilderness area known as the Frontier in which 1/3 of missions will take place. Ubisoft has stated that the game will be bigger than its previous installments; the Frontier alone being 1.5 times bigger than Rome from Assassin's Creed: Brotherhood. As of February 15, 2012, Ubisoft had worked on the title for three years. It will also be 20% longer than Assassin's Creed II.
The game will also feature some real historical figures like Nicolo Machiavelli and Leonardo da Vinci in the Ezio games; George Washington and Benjamin Franklin will be featured in the new Assassin's Creed III. There will also be new weapons such as, the tomahawk/axe and the bow and arrow.
Assassin's Creed III will feature new weather simulations such as snow, fog and rain depending on the seasons, weather will also determine how the templars and soldiers will move around.
Corey May, who has been writer for Assassin's Creed, Assassin's Creed II and Assassin's Creed: Brotherhood, is the writer for this game. Alex Hutchinson is the lead designer for the game.[7]
Gameplay has been completely revamped. New combat animations, and styles have replaced the old ones. Free running has been changed to allow Connor to climb trees, swing along branches, etc. Connor will now be able to hunt animals for skins in the wilderness while at the same time Connor himself might find that he is being hunted by other animals.
Assassin's Creed is an award winning historical fiction action-adventure open world stealth video game series that as of 2012 consists of five main games and a number of supporting materials. The games have appeared on the PlayStation 3, Xbox 360, Microsoft Windows, Mac OS X, Nintendo DS, PlayStation Portable, iOS, HP webOS,[1] Android, Nokia Symbian and Windows Phone platforms, with a PlayStation Vita on the way, and will be coming to the Wii U. The main games in the franchise were developed by Ubisoft Montreal, with the handheld titles developed by Gameloft and Gryptonite Studios, with additional development by Ubisoft Montreal. All games in the franchise are published by Ubisoft.
Gameplay
While the game is presented through the protagonist Desmond Miles, the bulk of the game is played as Desmond experiences the memories of either Altaïr, Ezio, or Connor through the Animus. This provides a means of a diegetic interface for the player, showing Altaïr or Ezio's health, equipment, goals, and other features as part of the Animus interface. The Animus is based on the player, as Desmond, controlling the assassin to maintain the synchronization between Desmond and his ancestor's memories. Performing actions that go against the Assassin's way or dying breaks the synchronization, effectively requiring the player to restart at a previous checkpoint. Furthermore, the player cannot explore outside of areas that the assassin has not experienced yet. There are also abnormalities within the Animus from previous users of the device.
While playing as the Assassin characters, the games are generally presented as third-person in an open world, focusing on stealth and parkour. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a "leap of faith" into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of Desmond, who by nature of the Animus use has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe and assassination targets by illuminating people in different colors. Through the Animus interface, the player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner such as by only killing the mission's target.
The games use the concept of "active" versus "passive" moves, with "active" moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a band on the Assassin's arm, and which also can be used to quietly assassinate targets.
The Last Guardian
There is as much anticipation as there is uncertainty surrounding this game. The makers of Ico and Shadow of the Colossus have been working on a follow up for a few years now, but there have been a lot of delays. The game was originally scheduled for late 2011, but now even a 2012 release date isn’t completely certain. To further terrify fans, the game’s designer and executive producer both announced that they would be leaving Sony. They will supposedly both be involved with The Last Guardian until it is released, but it is still alarming news. When a director of a film quits just as filming has completed, it typically means that the movie will be a mess. That probably isn’t the case, and there are plenty of talented people involved that can ensure this game will be at the same insanely high level of quality as Team Ico’s other titles though. We’ll have to wait until it is released to be sure though
The Last Guardian,[1] known in Japan as Hitokui no and previously referred to by the working title Project Trico, is an upcoming video game developed by Team Ico, to be published exclusively for the PlayStation 3 video game console by Sony Computer Entertainment.
The title is being designed and directed by Fumito Ueda, and is expected to share stylistic, thematic, and gameplay elements with his previous titles, Ico and Shadow of the Colossus, though it is unknown whether it will be directly related to either.[2] In May 2009, a purported proof of concept trailer became publicly available online, weeks before an updated version was formally revealed at E3 2009.[3] The Last Guardian was originally given a late 2011 release date internationally at the 2010 Tokyo Game Show, but was pushed back to 2012 on April 20, 2011.[4] Further complications, including Ueda's departure as a full-time employee of Sony though remaining as a consultant on the project, have left the release date in question.
Gameplay
The player controls the boy, who must care for and work with the large creature, Trico, using its animal instincts to solve puzzles.
The Last Guardian is a third-person perspective game that combines action-adventure and puzzle elements. The player controls the unarmed boy who can run, jump, climb and perform other actions similar to the gameplay in Ico and Shadow of the Colossus. The player may also need to use the environment to silently move around or defeat shadow-being guards, though initially the boy is weaponless.[13] The guards, although slow-moving, can capture the boy, and if the player is unable to free the character in time, the game will be over.[14]
The player's movements are augmented by interaction with Trico who the boy can climb upon and ride. As stated by Ueda, Trico is "driven by animal instincts", and it is up to the player to guide the creature, "taking advantage of his natural behavior", in order to complete puzzles.[6] For example, the player may have the boy throw a barrel that gains Trico's interest, causing it to move to a specific location. The player may also need to find the way for Trico to sit still in order to allow the player to complete a section, while the natural tendency of the creature is to run ahead of the player.[6] Unlike typical sidekicks in video games, which immediately react to a player's command, Trico will be difficult for the player to control, and may take several attempts to coerce the creature into performing a specific action.[13]
The player will also have to care for the creature, either by feeding it or removing spears and arrows that are stuck in its body.[6] Through the course of the game, the player will gain better command of the creature, an aspect Ueda considered equivalent to training a pet; initially in the game, the creature may wander off to explore something that interests it more than the boy, refuse to eat food it thinks smells badly, or choose to go to sleep when it wants to. By performing certain tasks, the player will be able to come to control Trico better, and Ueda believes "each player will have a different Trico to work with depending on how he or she chooses to interact with him".[15] However, the player may still want to take advantage of the creature's natural habits; the game includes sections where by letting Trico roam free, new areas for exploration may open up
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Etichete: action-adventure, Hitokui no Owashi Trico, Ico, player characters, puzzle, Riku, Shadow of the Colossus, Sora, The Last Guardian, Trico, Ueda, Xehanort
The Last of Us
The Last of Us
The Last of Us (Q4 2012/Q1 2013; PS3; Naughty Dog, SCEA)
Another original game, but this one comes with a pedigree that immediately demands respect. The makers of the Uncharted series turn their collective eye towards the survival horror world with The Last of Us, as the story follows a man and a 14-year old girl who have survived an apocalyptic outbreak of fungus. But it’s, ya know, scary mutant fungus. Nature has begun to reclaim the cities, and the man and girl have a father-daughter type relationship that is constantly tested as they struggle to survive day-to-day. It doesn’t exactly sound uplifting, but Naughty Dog has proven that it can do character development, which could make this one of the top games of the year.
The Last of Us is an upcoming post-apocalyptic third-person survival action-adventure video game developed by Naughty Dog for the PlayStation 3. It was officially revealed on December 10, 2011 during the Spike TV Video Game Awards.
Development
The game was first teased before the Spike Video Game Awards on November 29, 2011, with a billboard in Times Square mentioning "a PS3 exclusive you won't believe".[6] Initial trailers showed an apocalyptic event, including riots, epidemic, quarantine, and violence, as well as a clip of the BBC's Planet Earth showing an ant infected with Cordyceps unilateralis, a dangerous parasitic fungus that usually kills insects such as ants. On December 9, players of Uncharted 3: Drake's Deception spotted an in-game reference to the aforementioned trailer with the newspaper headline "scientists are still struggling to understand deadly fungus".[7]
At the Spike Video Game Awards, Sony officially unveiled the game, a brand new IP from Naughty Dog, created by an 80-strong Naughty Dog team no-one knew existed. A gameplay trailer, made up of in-engine footage,[8] showed a man and a teenage girl fending off other survivors, and what appeared to be people with unusual fungal growth, before running out into a dilapidated city covered in greenery, reminiscent of the film I Am Legend.[9]
Shortly after the unveiling, Naughty Dog co-president Evan Wells posted on the PlayStation Blog new The Last of Us details:“ The Last of Us is a genre-defining experience that blends survival and action elements to tell a character driven tale about a modern plague decimating mankind. Nature encroaches upon civilization, forcing remaining survivors to kill for food, weapons and whatever they can find. Joel, a ruthless survivor, and Ellie, a brave young teenage girl who is wise beyond her years, must work together to survive their journey across what remains of the United States.[10] ”
The announcement confirmed that the new project is being headed by studio game director Bruce Straley. Former lead designer on Enslaved: Odyssey to the West, Mark Richard Davies, has been working at Naughty Dog on the game.[11] After Uncharted 2: Among Thieves shipped in 2009, some of the development team from the game formed the team for The Last of Us, while the remainder worked on Uncharted 3: Drake's Deception;[12] The Last of Us marks the first time that Naughty Dog has become a two-team studio.[5] It is also the first time the studio has introduced a second new IP in the same hardware generation.[13]
Concept .
The concept for The Last of Us arose after watching BBC nature documentary Planet Earth, which showed the cordyceps fungus infected ants, resulting in taking over its brain and producing growths from its head; the idea that the fungus could infect humans became the initial idea for the game. Major artistic inspirations included the movies No Country for Old Men and The Road, comic The Walking Dead and the historical novel City of Thieves.[5]
While the fungus epidemic is the main backdrop of the game, The Last of Us is not a "zombie game", but "a love story about a father-daughter-like relationship", influenced in part by the sequence between Nathan Drake and Tenzin, his Tibetan guide, in Uncharted 2. Joel is a survivor and anti-hero, and Ellie is a 14 year-old girl with no experience of the world pre-apocalypse.[5] The composer for the game will be Gustavo Santaolalla. The team wanted to focus on emotion with the soundtrack rather than horror.[5]
On release of the initial trailer for the game Dead Island, the team was concerned that the two games would be largely similar, both exploring the human or emotional side to an apocalyptic event. However, on release of the aforementioned game, the team realised that the gameplay did not match up to that showed by the trailer; by contrast, lead designer Neil Druckmann feels that the trailer for The Last of Us is "very representative of what we're going for".[5] Druckmann also stated that he wants the story in The Last of Us to raise the bar for other video game developers, as he feels the standard of story-telling is not as good as it should be within the industry.
The Last Guardian,[1] known in Japan as Hitokui no and previously referred to by the working title Project Trico, is an upcoming video game developed by Team Ico, to be published exclusively for the PlayStation 3 video game console by Sony Computer Entertainment.
The title is being designed and directed by Fumito Ueda, and is expected to share stylistic, thematic, and gameplay elements with his previous titles, Ico and Shadow of the Colossus, though it is unknown whether it will be directly related to either.[2] In May 2009, a purported proof of concept trailer became publicly available online, weeks before an updated version was formally revealed at E3 2009.[3] The Last Guardian was originally given a late 2011 release date internationally at the 2010 Tokyo Game Show, but was pushed back to 2012 on April 20, 2011.[4] Further complications, including Ueda's departure as a full-time employee of Sony though remaining as a consultant on the project, have left the release date in question.
Gameplay
The player controls the boy, who must care for and work with the large creature, Trico, using its animal instincts to solve puzzles.
The Last Guardian is a third-person perspective game that combines action-adventure and puzzle elements. The player controls the unarmed boy who can run, jump, climb and perform other actions similar to the gameplay in Ico and Shadow of the Colossus. The player may also need to use the environment to silently move around or defeat shadow-being guards, though initially the boy is weaponless.[13] The guards, although slow-moving, can capture the boy, and if the player is unable to free the character in time, the game will be over.[14]
The player's movements are augmented by interaction with Trico who the boy can climb upon and ride. As stated by Ueda, Trico is "driven by animal instincts", and it is up to the player to guide the creature, "taking advantage of his natural behavior", in order to complete puzzles.[6] For example, the player may have the boy throw a barrel that gains Trico's interest, causing it to move to a specific location. The player may also need to find the way for Trico to sit still in order to allow the player to complete a section, while the natural tendency of the creature is to run ahead of the player.[6] Unlike typical sidekicks in video games, which immediately react to a player's command, Trico will be difficult for the player to control, and may take several attempts to coerce the creature into performing a specific action.[13]
The player will also have to care for the creature, either by feeding it or removing spears and arrows that are stuck in its body.[6] Through the course of the game, the player will gain better command of the creature, an aspect Ueda considered equivalent to training a pet; initially in the game, the creature may wander off to explore something that interests it more than the boy, refuse to eat food it thinks smells badly, or choose to go to sleep when it wants to. By performing certain tasks, the player will be able to come to control Trico better, and Ueda believes "each player will have a different Trico to work with depending on how he or she chooses to interact with him".[15] However, the player may still want to take advantage of the creature's natural habits; the game includes sections where by letting Trico roam free, new areas for exploration may open up
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Etichete: action-adventure, Hitokui no Owashi Trico, Ico, player characters, puzzle, Riku, Shadow of the Colossus, Sora, The Last Guardian, Trico, Ueda, Xehanort
The Last of Us
The Last of Us
The Last of Us (Q4 2012/Q1 2013; PS3; Naughty Dog, SCEA)
Another original game, but this one comes with a pedigree that immediately demands respect. The makers of the Uncharted series turn their collective eye towards the survival horror world with The Last of Us, as the story follows a man and a 14-year old girl who have survived an apocalyptic outbreak of fungus. But it’s, ya know, scary mutant fungus. Nature has begun to reclaim the cities, and the man and girl have a father-daughter type relationship that is constantly tested as they struggle to survive day-to-day. It doesn’t exactly sound uplifting, but Naughty Dog has proven that it can do character development, which could make this one of the top games of the year.
The Last of Us is an upcoming post-apocalyptic third-person survival action-adventure video game developed by Naughty Dog for the PlayStation 3. It was officially revealed on December 10, 2011 during the Spike TV Video Game Awards.
Development
The game was first teased before the Spike Video Game Awards on November 29, 2011, with a billboard in Times Square mentioning "a PS3 exclusive you won't believe".[6] Initial trailers showed an apocalyptic event, including riots, epidemic, quarantine, and violence, as well as a clip of the BBC's Planet Earth showing an ant infected with Cordyceps unilateralis, a dangerous parasitic fungus that usually kills insects such as ants. On December 9, players of Uncharted 3: Drake's Deception spotted an in-game reference to the aforementioned trailer with the newspaper headline "scientists are still struggling to understand deadly fungus".[7]
At the Spike Video Game Awards, Sony officially unveiled the game, a brand new IP from Naughty Dog, created by an 80-strong Naughty Dog team no-one knew existed. A gameplay trailer, made up of in-engine footage,[8] showed a man and a teenage girl fending off other survivors, and what appeared to be people with unusual fungal growth, before running out into a dilapidated city covered in greenery, reminiscent of the film I Am Legend.[9]
Shortly after the unveiling, Naughty Dog co-president Evan Wells posted on the PlayStation Blog new The Last of Us details:“ The Last of Us is a genre-defining experience that blends survival and action elements to tell a character driven tale about a modern plague decimating mankind. Nature encroaches upon civilization, forcing remaining survivors to kill for food, weapons and whatever they can find. Joel, a ruthless survivor, and Ellie, a brave young teenage girl who is wise beyond her years, must work together to survive their journey across what remains of the United States.[10] ”
The announcement confirmed that the new project is being headed by studio game director Bruce Straley. Former lead designer on Enslaved: Odyssey to the West, Mark Richard Davies, has been working at Naughty Dog on the game.[11] After Uncharted 2: Among Thieves shipped in 2009, some of the development team from the game formed the team for The Last of Us, while the remainder worked on Uncharted 3: Drake's Deception;[12] The Last of Us marks the first time that Naughty Dog has become a two-team studio.[5] It is also the first time the studio has introduced a second new IP in the same hardware generation.[13]
Concept .
The concept for The Last of Us arose after watching BBC nature documentary Planet Earth, which showed the cordyceps fungus infected ants, resulting in taking over its brain and producing growths from its head; the idea that the fungus could infect humans became the initial idea for the game. Major artistic inspirations included the movies No Country for Old Men and The Road, comic The Walking Dead and the historical novel City of Thieves.[5]
While the fungus epidemic is the main backdrop of the game, The Last of Us is not a "zombie game", but "a love story about a father-daughter-like relationship", influenced in part by the sequence between Nathan Drake and Tenzin, his Tibetan guide, in Uncharted 2. Joel is a survivor and anti-hero, and Ellie is a 14 year-old girl with no experience of the world pre-apocalypse.[5] The composer for the game will be Gustavo Santaolalla. The team wanted to focus on emotion with the soundtrack rather than horror.[5]
On release of the initial trailer for the game Dead Island, the team was concerned that the two games would be largely similar, both exploring the human or emotional side to an apocalyptic event. However, on release of the aforementioned game, the team realised that the gameplay did not match up to that showed by the trailer; by contrast, lead designer Neil Druckmann feels that the trailer for The Last of Us is "very representative of what we're going for".[5] Druckmann also stated that he wants the story in The Last of Us to raise the bar for other video game developers, as he feels the standard of story-telling is not as good as it should be within the industry.
Borderlands 2
Borderlands 2
Release date: July 30, 2012 | Genre(s): First-person shooter, action role-playing | Also on: Xbox 360, PS3
Although Borderlands offered an intriguing mashup of RPG and FPS gameplay, the title wasn't without its faults. Players complained about its repetitive experience. Enemies were uncoordinated and respawned too fast, weapons were greatly rehashed across the board and the multiplayer component used GameSpy's much-despised service. Set five years after the original on the same rustic planet of Pandora, Borderlands 2 plans to address most of those shortcomings with more customizable equipment and smarter AI.Borderlands 2 is a first-person shooter with role-playing-elements and the sequel to 2009's Borderlands. It is currently under development by Gearbox Software for the Microsoft Windows, PlayStation 3 and Xbox 360 platforms.
Gameplay
Borderlands 2 builds upon the gameplay elements introduced in its predecessor. It is a first-person shooter that includes character-building elements found in role-playing games, leading Gearbox to call the game a "role-playing shooter". At the start of the game, players select one of four new characters, each with a unique special skill and with proficiencies with certain weapons.[3] From then on, players take on quests assigned through non-player characters or from bounty boards, each typically rewarding the player with experience points, money, and sometimes a reward item. Players earn experience by killing foes and completing in-game challenges (such as getting a certain number of kills using a specific type of weapon). As they gain levels from experience growth, players can then allocate skill points into a skill tree that features three distinct specializations of the base character.[4]
Returning gameplay features from the first game will include the unique, cartoon-esque cel-shading graphic style, 3-branch skill trees, class-mods, and four-player online cooperative modes. New features include a more expansive and customizable weapons system, reworked four-seat drift-able vehicles and vehicle physics elements, and dynamic quest systems. For example, taking too much time to save a friend in a quest may result in their death and the failure of the quest, which will affect the story as the player progresses. Technically, the game world will be all connected, rather than loadable levels for each region, allowing accurate viewing of the entire world from a given point rather than the first game's premade "Skybox".[3][4]
In addition, the AI system has been reworked for the game. Non-enemies will populate the game world more often and will travel around different locations depending on the time. Enemy AI will encourage teamwork, such as flanking, as well as taking cover when wounded, though lower level enemies like Psychos will still embrace the mentality of, "Wow that's a gun! I want my face in front of it," according to Gearbox VP Steve Gibson.[4] Shooting enemies will stun or cripple them depending on where they are shot. For a change, enemies will be intelligent enough to climb and traverse difficult terrain to pursue the player. Enemies will also be able to interact with each other. For example, certain enemies can heal their teammates, boost their shields for defense, or use them as shields to protect themselves.[3][4]
Synopsis
Setting
Five years have passed since the events of Borderlands, when the four vault hunters exposed the secrets of the Eridian Vault. A man called Handsome Jack has taken credit for the vault hunters' actions and claimed the wealth of the Vault, allowing him to take over the Hyperion Corporation and effectively gain dominion over Pandora. Promising to clean the lawless planet up, Handsome Jack embarks on a campaign to exterminate Pandora's existing colonist population and industrialize the planet. The main symbol of Handsome Jack's rule is a massive supply base built in the shape of an "H" on Pandora's moon. The base is always visible, and can deploy Hyperion forces to any point on Pandora.[3][4][5][6]
Plot
Borderlands 2 begins with the player fighting to the death to win a priceless cache of loot in a gladiatorial tournament run by Handsome Jack for his personal amusement. The player succeeds and gains notoriety, but Handsome Jack sees this as a threat to his popularity with the people. At the tournament's end he denies the reward and leaves the player for dead in a tundra. The mysterious Guardian Angel from the first game then contacts the player and explains that Handsome Jack must be killed, directing the player to rescue the four original vault hunters from Hyperion's clutches to accomplish this.[5]
Characters
Like the first game, there are four playable characters in the game, though the characters are all new. The first new character is Salvador, nicknamed "Gunzerker" who resembles Brick from the first game in abilities, but also can dual-wield any combination of guns.[4] The second character is a siren named Maya, similar to Lilith from the first game, but has a different ability to Lilith called Phaselock. The other two characters are a commando character called Axton, who relies on turrets like Roland from the first game and an assassin character called Zero, whose ability creates a duplicate of himself and becomes invisible for a short time, where he can unleash a critical hit on an enemy with his sword. Not much is known about them at this time apart from their names and looks. Non-playable characters Guardian Angel and Claptrap return to aid the player during quests. The four characters from the first game, Roland, Lilith, Brick, and Mordecai, all return in the form of npc's that the new characters will encounter on Pandora or in various missions.[3] In addition to Axton, Zero, Maya and Salvador a fifth playable character was revealed at PAX East by Gearbox referred to as the "Mechromancer".[7] The character, who is a red-headed cyborg that can summon a D374-TP ("Deathtrap" - a hulking, floating machine made of scrap parts), is currently in concept stage and Randy Pitchford stated that they would begin to work on her some time after the main game is completed "in a couple months". It will be post-launch date DLC (Gearbox hopes around holiday time/before Christmas) and will be free for people enrolled in the "Premiere Club" by preordering the game.
Release date: July 30, 2012 | Genre(s): First-person shooter, action role-playing | Also on: Xbox 360, PS3
Although Borderlands offered an intriguing mashup of RPG and FPS gameplay, the title wasn't without its faults. Players complained about its repetitive experience. Enemies were uncoordinated and respawned too fast, weapons were greatly rehashed across the board and the multiplayer component used GameSpy's much-despised service. Set five years after the original on the same rustic planet of Pandora, Borderlands 2 plans to address most of those shortcomings with more customizable equipment and smarter AI.Borderlands 2 is a first-person shooter with role-playing-elements and the sequel to 2009's Borderlands. It is currently under development by Gearbox Software for the Microsoft Windows, PlayStation 3 and Xbox 360 platforms.
Gameplay
Borderlands 2 builds upon the gameplay elements introduced in its predecessor. It is a first-person shooter that includes character-building elements found in role-playing games, leading Gearbox to call the game a "role-playing shooter". At the start of the game, players select one of four new characters, each with a unique special skill and with proficiencies with certain weapons.[3] From then on, players take on quests assigned through non-player characters or from bounty boards, each typically rewarding the player with experience points, money, and sometimes a reward item. Players earn experience by killing foes and completing in-game challenges (such as getting a certain number of kills using a specific type of weapon). As they gain levels from experience growth, players can then allocate skill points into a skill tree that features three distinct specializations of the base character.[4]
Returning gameplay features from the first game will include the unique, cartoon-esque cel-shading graphic style, 3-branch skill trees, class-mods, and four-player online cooperative modes. New features include a more expansive and customizable weapons system, reworked four-seat drift-able vehicles and vehicle physics elements, and dynamic quest systems. For example, taking too much time to save a friend in a quest may result in their death and the failure of the quest, which will affect the story as the player progresses. Technically, the game world will be all connected, rather than loadable levels for each region, allowing accurate viewing of the entire world from a given point rather than the first game's premade "Skybox".[3][4]
In addition, the AI system has been reworked for the game. Non-enemies will populate the game world more often and will travel around different locations depending on the time. Enemy AI will encourage teamwork, such as flanking, as well as taking cover when wounded, though lower level enemies like Psychos will still embrace the mentality of, "Wow that's a gun! I want my face in front of it," according to Gearbox VP Steve Gibson.[4] Shooting enemies will stun or cripple them depending on where they are shot. For a change, enemies will be intelligent enough to climb and traverse difficult terrain to pursue the player. Enemies will also be able to interact with each other. For example, certain enemies can heal their teammates, boost their shields for defense, or use them as shields to protect themselves.[3][4]
Synopsis
Setting
Five years have passed since the events of Borderlands, when the four vault hunters exposed the secrets of the Eridian Vault. A man called Handsome Jack has taken credit for the vault hunters' actions and claimed the wealth of the Vault, allowing him to take over the Hyperion Corporation and effectively gain dominion over Pandora. Promising to clean the lawless planet up, Handsome Jack embarks on a campaign to exterminate Pandora's existing colonist population and industrialize the planet. The main symbol of Handsome Jack's rule is a massive supply base built in the shape of an "H" on Pandora's moon. The base is always visible, and can deploy Hyperion forces to any point on Pandora.[3][4][5][6]
Plot
Borderlands 2 begins with the player fighting to the death to win a priceless cache of loot in a gladiatorial tournament run by Handsome Jack for his personal amusement. The player succeeds and gains notoriety, but Handsome Jack sees this as a threat to his popularity with the people. At the tournament's end he denies the reward and leaves the player for dead in a tundra. The mysterious Guardian Angel from the first game then contacts the player and explains that Handsome Jack must be killed, directing the player to rescue the four original vault hunters from Hyperion's clutches to accomplish this.[5]
Characters
Like the first game, there are four playable characters in the game, though the characters are all new. The first new character is Salvador, nicknamed "Gunzerker" who resembles Brick from the first game in abilities, but also can dual-wield any combination of guns.[4] The second character is a siren named Maya, similar to Lilith from the first game, but has a different ability to Lilith called Phaselock. The other two characters are a commando character called Axton, who relies on turrets like Roland from the first game and an assassin character called Zero, whose ability creates a duplicate of himself and becomes invisible for a short time, where he can unleash a critical hit on an enemy with his sword. Not much is known about them at this time apart from their names and looks. Non-playable characters Guardian Angel and Claptrap return to aid the player during quests. The four characters from the first game, Roland, Lilith, Brick, and Mordecai, all return in the form of npc's that the new characters will encounter on Pandora or in various missions.[3] In addition to Axton, Zero, Maya and Salvador a fifth playable character was revealed at PAX East by Gearbox referred to as the "Mechromancer".[7] The character, who is a red-headed cyborg that can summon a D374-TP ("Deathtrap" - a hulking, floating machine made of scrap parts), is currently in concept stage and Randy Pitchford stated that they would begin to work on her some time after the main game is completed "in a couple months". It will be post-launch date DLC (Gearbox hopes around holiday time/before Christmas) and will be free for people enrolled in the "Premiere Club" by preordering the game.
Alan Wake
Alan Wake
Release date: Early 2012 | Genre(s): Third-person shooter, psychological thriller | Also on: Xbox 360
First released for consoles in May 2010, Alan Wake won countless awards, including game of the year in Time magazine. Greatly influenced by Stephen King's work, critics praised the title's storytelling, atmosphere and graphics -- the latter of which should be even better when the game relaunches early this year. The PC version will be self-published by developer Remedy Entertainment through Steam and will include two DLC packs, The Signal and The Writer. Remedy hasn't shared much beyond that, but we expect good things.
Alan Wake is a third-person shooter psychological thriller action game developed by Remedy Entertainment and published by Microsoft Game Studios. It was released for the Xbox 360 and Microsoft Windows. The story follows bestselling thriller novelist Alan Wake, as he tries to uncover the mystery behind his wife's disappearance during a vacation in the small fictional town of Bright Falls, Washington, all while experiencing events from the plot in his latest novel, which he cannot remember writing, coming to life.
In its pacing and structure, Alan Wake is similar to a thriller television series, with episodes that contain plot twists and cliffhangers. The game itself consists of six episodes, and the fiction is continued by two special episodes, titled "The Signal" and "The Writer", that were made available as downloadable content (DLC) within the same year of the game's release. Together, they make the first season of a possibly longer story. Additionally, a six-episode live-action web series called Bright Falls acts as a prequel to the game, and a number of related books also expand upon the Alan Wake story.
Chiefly written by Sam Lake, Alan Wake took over five years to create; an unusually long development time in the game industry. The game received positive reviews from critics, and is often revered for its narrative, pacing, and atmosphere. Alan Wake has been awarded the first spot in Time magazine's list of the top 10 video games of 2010.[7]
Alan Wake's American Nightmare, a full stand-alone title, was released in February 2012 on the Xbox Live Arcade service.[8] The game will not constitute a direct sequel to Alan Wake, and no plans have been announced for a sequel (or "season two") for the original game. Remedy have stated, however, that they are not yet done with Alan Wake.[9]
Gameplay
Alan Wake is set in a Pacific Northwest town, and its main combat gameplay involves "fighting with light".
Alan Wake is a third-person shooter, described by its developers as a combination of "the mind of a psychological thriller", and "the body of a cinematic action game".[10][11][12] In interviews, the game's creators hold that the game does not belong squarely in the survival horror video game genre.[12][13] The game is primarily set in the fictional idyllic small town of Bright Falls, Washington. The main gameplay happens in various areas of Bright Falls – such as the forest, a national park, or a farm – during the nighttime; these are punctuated by calmer, non-combative sequences set during the day. The player controls the eponymous protagonist, Alan Wake.
In the game, a "darkness" is taking over humans, animals and objects. Humans possessed by the darkness, called the "Taken", are murderous enemies that attack Wake, wielding weapons of their own, such as mallets and chainsaws. They vary by speed, size, and the amount of damage they can take, and some can even teleport between short distances.[14] Besides the Taken, the player has to combat flocks of ravens, and animated poltergeist objects.
As the enemies are protected by a shield of darkness, light plays a significant role in fighting them, while controlling the protagonist in the dark. For example, Taken are initially impervious to attack, and can only be killed or injured with a firearm when exposed to light, which burns away the darkness. Therefore, there is significant emphasis on flashlights and other hand-held lights being used in conjunction with conventional weapons, such as a revolver or a shotgun. The beam of these lights acts as a reticle.[14] Such hand-held lights can be boosted, which destroys the darkness faster, but also reduces the battery level of the light. Besides the conventional shooter gameplay need for reloading ammunition, the player also has to insert fresh batteries into the flashlight when they run out, or wait for it to recharge slowly. The strength of the darkness protecting an enemy can vary between Taken. The amount of darkness remaining is represented by a corona of light that appears when aiming at an enemy, and a stronger darkness may recharge over time.[14] When a Taken is finally destroyed, it disappears.
The player is often encouraged to take advantage of environmental light sources and placing, and to use other light-based weapons and accessories, such as flare guns, hand-held flares and flashbangs. Wake can use searchlights to take out massive waves of possessed enemies. Streetlights and other light stands can provide a safe haven, which the Taken cannot enter, and will regenerate the character's health very rapidly. Otherwise, health regenerates slowly with time, when not taking any damage.[14] In certain sections of the game, it is possible to use a car to traverse between locations in Bright Falls. When in a car, the player can run down Taken on the road, or boost the vehicle's headlights to destroy them.
A major element of gameplay is the optional discovery and collection of manuscript pages from Alan Wake's latest novel—Departure. Wake does not remember writing this book, but it seems that its storyline is coming to life around him. These readable manuscript pages are scattered around the game world, out of chronological order; they often describe scenes that have yet to occur and act as warning and instructions for proceeding through upcoming challenges. Other optional collectibles include coffee thermoses scattered around the game world (100 in all), as well as discovering television sets which show different episodes of the fictional Night Springs series, radios airing talk and music from Bright Falls' local radio station, and textual signs around the town. The radio shows and signs provide a deeper understanding of the town's history and culture. The game's DLC episodes introduce other collectibles, such as alarm clocks, and video game boxes.
Synopsis
Main game
Bestselling thriller writer Alan Wake, suffering from a two-year long stretch of writer's block, travels with his wife Alice to the small idyllic town of Bright Falls, Washington, for a short vacation. While Alice shops for groceries, Alan goes to obtain the keys and directions to the cabin they will be staying in from its owner, Carl Stucky, at the local diner; an older woman, claiming that Stucky fell ill, hands them to Alan instead. Alan and Alice arrive at Cauldron Lake, where their cabin sits on an island within it. As they unpack, Alan discovers Alice has set up a typewriter, hoping Alan will try writing on the vacation. Angry, Alan sets off for a brief walk alone, but races back to the cabin when he hears Alice's screams. He arrives too late as some entity drags Alice into the lake's water, and without a moment's hesitation, jumps in after her, but shortly blacks out.
Alan comes to a week later, crashed after his car went off the side of the road outside of town. As he travels back to town, supernatural events occurring in his wake such as human figures shrouded in darkness that can only be defeated with light, and an ethereal figure wearing a deep-sea diving suit. When he meets Sheriff Sarah Breaker and reports Alice's abduction, the sheriff notes that there had not been an island in Cauldron Lake for nearly 30 years, sunk by an earthquake. Alan becomes the primary suspect in his wife's disappearance, attracting the FBI's attention. Barry, Alan's agent and friend, comes to Bright Falls to help Alan recount events and understand what happened.
Alan comes to learn that Cauldron Lake is possessed by an entity called the Dark Presence, and has the ability to turn fiction into reality. The Dark Presence is trapped within the lake, but is able to exert its influence on the local area and convert humans into the darkness-possessed "Taken". The diving suit figure is the consciousness of former writer Thomas Zane, who had owned the cabin and drowned during the earthquake; Zane is attempting to prevent the Dark Presence from escaping, and has provided Alan with pages of a typewritten manuscript entitled Departure, a work Alan recognizes as his own but that he was unaware of writing and which foretells of upcoming events. After one night of heavy drinking, Alan begins to recall the events of the missing week: once he dived into the lake he was taken by the Dark Presence, and was forced to write Departure as a means to lay the path for the Dark Presence's escape using the lake's mysterious power, but Zane was able to influence Alan's subconscious mind to write in the means for Alan's own escape and means to defeat the Dark Presence.
As the Dark Presence becomes more and more powerful, ravaging Bright Falls, Alan and Barry discover several clues that point them to a hermit, Cynthia Weaver, that knows the path to "The Well-Lit Room" where a weapon against the Dark Presence can be found. They locate Cynthia, having protected herself in a power plant, and she takes them to the Room, where Alan finds a simple light switch unit called "the Clicker", part of the fiction that Zane helped Alan to create. Alan leaves his allies safely behind and returns to the lake, successfully using the Clicker to destroy the Dark Presence. Despite its defeat, Alice does not yet emerge from the lake, and Alan realizes that balance must be maintained; he willingly throws himself into the lake waters; Alice soon reappears.[15] Within the depths of the lake, Alan finds himself in the cabin, and realizes that Departure is not yet finished, and turns back to the typewriter to continue the story and write his own means to be free of the lake. He comments to himself that "It's not a lake—it's an ocean."
Release date: Early 2012 | Genre(s): Third-person shooter, psychological thriller | Also on: Xbox 360
First released for consoles in May 2010, Alan Wake won countless awards, including game of the year in Time magazine. Greatly influenced by Stephen King's work, critics praised the title's storytelling, atmosphere and graphics -- the latter of which should be even better when the game relaunches early this year. The PC version will be self-published by developer Remedy Entertainment through Steam and will include two DLC packs, The Signal and The Writer. Remedy hasn't shared much beyond that, but we expect good things.
Alan Wake is a third-person shooter psychological thriller action game developed by Remedy Entertainment and published by Microsoft Game Studios. It was released for the Xbox 360 and Microsoft Windows. The story follows bestselling thriller novelist Alan Wake, as he tries to uncover the mystery behind his wife's disappearance during a vacation in the small fictional town of Bright Falls, Washington, all while experiencing events from the plot in his latest novel, which he cannot remember writing, coming to life.
In its pacing and structure, Alan Wake is similar to a thriller television series, with episodes that contain plot twists and cliffhangers. The game itself consists of six episodes, and the fiction is continued by two special episodes, titled "The Signal" and "The Writer", that were made available as downloadable content (DLC) within the same year of the game's release. Together, they make the first season of a possibly longer story. Additionally, a six-episode live-action web series called Bright Falls acts as a prequel to the game, and a number of related books also expand upon the Alan Wake story.
Chiefly written by Sam Lake, Alan Wake took over five years to create; an unusually long development time in the game industry. The game received positive reviews from critics, and is often revered for its narrative, pacing, and atmosphere. Alan Wake has been awarded the first spot in Time magazine's list of the top 10 video games of 2010.[7]
Alan Wake's American Nightmare, a full stand-alone title, was released in February 2012 on the Xbox Live Arcade service.[8] The game will not constitute a direct sequel to Alan Wake, and no plans have been announced for a sequel (or "season two") for the original game. Remedy have stated, however, that they are not yet done with Alan Wake.[9]
Gameplay
Alan Wake is set in a Pacific Northwest town, and its main combat gameplay involves "fighting with light".
Alan Wake is a third-person shooter, described by its developers as a combination of "the mind of a psychological thriller", and "the body of a cinematic action game".[10][11][12] In interviews, the game's creators hold that the game does not belong squarely in the survival horror video game genre.[12][13] The game is primarily set in the fictional idyllic small town of Bright Falls, Washington. The main gameplay happens in various areas of Bright Falls – such as the forest, a national park, or a farm – during the nighttime; these are punctuated by calmer, non-combative sequences set during the day. The player controls the eponymous protagonist, Alan Wake.
In the game, a "darkness" is taking over humans, animals and objects. Humans possessed by the darkness, called the "Taken", are murderous enemies that attack Wake, wielding weapons of their own, such as mallets and chainsaws. They vary by speed, size, and the amount of damage they can take, and some can even teleport between short distances.[14] Besides the Taken, the player has to combat flocks of ravens, and animated poltergeist objects.
As the enemies are protected by a shield of darkness, light plays a significant role in fighting them, while controlling the protagonist in the dark. For example, Taken are initially impervious to attack, and can only be killed or injured with a firearm when exposed to light, which burns away the darkness. Therefore, there is significant emphasis on flashlights and other hand-held lights being used in conjunction with conventional weapons, such as a revolver or a shotgun. The beam of these lights acts as a reticle.[14] Such hand-held lights can be boosted, which destroys the darkness faster, but also reduces the battery level of the light. Besides the conventional shooter gameplay need for reloading ammunition, the player also has to insert fresh batteries into the flashlight when they run out, or wait for it to recharge slowly. The strength of the darkness protecting an enemy can vary between Taken. The amount of darkness remaining is represented by a corona of light that appears when aiming at an enemy, and a stronger darkness may recharge over time.[14] When a Taken is finally destroyed, it disappears.
The player is often encouraged to take advantage of environmental light sources and placing, and to use other light-based weapons and accessories, such as flare guns, hand-held flares and flashbangs. Wake can use searchlights to take out massive waves of possessed enemies. Streetlights and other light stands can provide a safe haven, which the Taken cannot enter, and will regenerate the character's health very rapidly. Otherwise, health regenerates slowly with time, when not taking any damage.[14] In certain sections of the game, it is possible to use a car to traverse between locations in Bright Falls. When in a car, the player can run down Taken on the road, or boost the vehicle's headlights to destroy them.
A major element of gameplay is the optional discovery and collection of manuscript pages from Alan Wake's latest novel—Departure. Wake does not remember writing this book, but it seems that its storyline is coming to life around him. These readable manuscript pages are scattered around the game world, out of chronological order; they often describe scenes that have yet to occur and act as warning and instructions for proceeding through upcoming challenges. Other optional collectibles include coffee thermoses scattered around the game world (100 in all), as well as discovering television sets which show different episodes of the fictional Night Springs series, radios airing talk and music from Bright Falls' local radio station, and textual signs around the town. The radio shows and signs provide a deeper understanding of the town's history and culture. The game's DLC episodes introduce other collectibles, such as alarm clocks, and video game boxes.
Synopsis
Main game
Bestselling thriller writer Alan Wake, suffering from a two-year long stretch of writer's block, travels with his wife Alice to the small idyllic town of Bright Falls, Washington, for a short vacation. While Alice shops for groceries, Alan goes to obtain the keys and directions to the cabin they will be staying in from its owner, Carl Stucky, at the local diner; an older woman, claiming that Stucky fell ill, hands them to Alan instead. Alan and Alice arrive at Cauldron Lake, where their cabin sits on an island within it. As they unpack, Alan discovers Alice has set up a typewriter, hoping Alan will try writing on the vacation. Angry, Alan sets off for a brief walk alone, but races back to the cabin when he hears Alice's screams. He arrives too late as some entity drags Alice into the lake's water, and without a moment's hesitation, jumps in after her, but shortly blacks out.
Alan comes to a week later, crashed after his car went off the side of the road outside of town. As he travels back to town, supernatural events occurring in his wake such as human figures shrouded in darkness that can only be defeated with light, and an ethereal figure wearing a deep-sea diving suit. When he meets Sheriff Sarah Breaker and reports Alice's abduction, the sheriff notes that there had not been an island in Cauldron Lake for nearly 30 years, sunk by an earthquake. Alan becomes the primary suspect in his wife's disappearance, attracting the FBI's attention. Barry, Alan's agent and friend, comes to Bright Falls to help Alan recount events and understand what happened.
Alan comes to learn that Cauldron Lake is possessed by an entity called the Dark Presence, and has the ability to turn fiction into reality. The Dark Presence is trapped within the lake, but is able to exert its influence on the local area and convert humans into the darkness-possessed "Taken". The diving suit figure is the consciousness of former writer Thomas Zane, who had owned the cabin and drowned during the earthquake; Zane is attempting to prevent the Dark Presence from escaping, and has provided Alan with pages of a typewritten manuscript entitled Departure, a work Alan recognizes as his own but that he was unaware of writing and which foretells of upcoming events. After one night of heavy drinking, Alan begins to recall the events of the missing week: once he dived into the lake he was taken by the Dark Presence, and was forced to write Departure as a means to lay the path for the Dark Presence's escape using the lake's mysterious power, but Zane was able to influence Alan's subconscious mind to write in the means for Alan's own escape and means to defeat the Dark Presence.
As the Dark Presence becomes more and more powerful, ravaging Bright Falls, Alan and Barry discover several clues that point them to a hermit, Cynthia Weaver, that knows the path to "The Well-Lit Room" where a weapon against the Dark Presence can be found. They locate Cynthia, having protected herself in a power plant, and she takes them to the Room, where Alan finds a simple light switch unit called "the Clicker", part of the fiction that Zane helped Alan to create. Alan leaves his allies safely behind and returns to the lake, successfully using the Clicker to destroy the Dark Presence. Despite its defeat, Alice does not yet emerge from the lake, and Alan realizes that balance must be maintained; he willingly throws himself into the lake waters; Alice soon reappears.[15] Within the depths of the lake, Alan finds himself in the cabin, and realizes that Departure is not yet finished, and turns back to the typewriter to continue the story and write his own means to be free of the lake. He comments to himself that "It's not a lake—it's an ocean."
Medal of Honor: Warfighter
Medal of Honor: Warfighter is an upcoming first-person shooter video game being developed by Danger Close Games and set to be published by Electronic Arts. It is a direct sequel to 2010's series reboot Medal of Honor (2010) and the 14th Medal of Honor installment in the series. The title was officially announced on February 23, 2012, and it will be released in October 2012.
Gameplay
The game will run on DICE's Frostbite 2 (the same engine that Battlefield 3 uses). Both single-player and multiplayer are going to use the latest version of Frostbite 2. It only supports Windows Vista/7 and DirectX 10/10.1/11.
Single-player
The single-player mode will continue to follow the story of Tier 1 operators. It probably will take place after 2002. The single-player will feature Afghanistan, and it is based on real stories of Tier 1 operators.
Multiplayer
Medal of Honor: Warfighter's multiplayer will not be developed by EA Digital Illusions CE who helped develop Medal of Honor (2010)'s multiplayer. Danger Close Games will develop its own multiplayer with DICE's Frostbite 2 engine.
Cooperative
There will be a co-op mode, that is separate from the single-player mode.
Synopsis
Plot
The game is the direct sequel to Medal of Honor and will continue the story from the previous game. Players will continue to control Tier 1 Operators through various scenerios, including rescuing hostages in Abu Sayyaf’s stronghold in the Philippines, and assaulting Al-Shabaab’s Pirate Town on the Somali Coast. It has been revealed that Tier 1 operator Preacher returns home to find his family torn apart from years of deployment.
Development
On February 18, 2011, Gregory Goodrich, the Executive Producer of Danger Close Games revealed that the company would be pursuing a sequel to the 2010 reboot in a letter on the official Medal of Honor website. On January 11, 2012, retailer GAME revealed that EA plans to release new entries in the Medal of Honor and Need for Speed series later that year, which was shown by EA during a confidential presentation. Several video game website outlets such as GameSpot and Kotaku disclosed an invitation to a March 6, 2012 public unveiling at the Game Developers Conference in San Francisco, indicating that a new installment in the Medal of Honor franchise would have its first public demonstration.
Wii U version
On June 7, 2011, during Nintendo's E3 2011 press conference, John Riccitiello of EA games expressed interest in Nintendo's upcoming system, the Wii U. The Austrian newspapers Der Standard has reported that Warfighter is scheduled for Wii U alongside Xbox 360, PlayStation 3, and PC releases, like many other known multi-platform Wii U games, most notably Assassin's Creed III.
Marketing
On October 25, 2011, an insert featuring promotional artwork was included with retail copies of Battlefield 3, featuring little more than a picture and a BBFC logo.[10] On February 23, 2012, Medal of Honor: Warfighter was officially unveiled, alongside promotional artwork. On March 7, 2012, the premiere trailer was released on YouTube. On April 13, 2012, Danger Close unveiled a second trailer featuring gameplay
Pre-orders of Warfighter will receive automatic upgrade to the Limited Edition of the game at no extra cost. The Limited Edition unlocks the U.S. Navy SEAL Tier 1 Sniper and the McMillan Tac-300 sniper rifle upon the game's launch, an unlock that would otherwise require about 40 hours of gameplay.
Gameplay
The game will run on DICE's Frostbite 2 (the same engine that Battlefield 3 uses). Both single-player and multiplayer are going to use the latest version of Frostbite 2. It only supports Windows Vista/7 and DirectX 10/10.1/11.
Single-player
The single-player mode will continue to follow the story of Tier 1 operators. It probably will take place after 2002. The single-player will feature Afghanistan, and it is based on real stories of Tier 1 operators.
Multiplayer
Medal of Honor: Warfighter's multiplayer will not be developed by EA Digital Illusions CE who helped develop Medal of Honor (2010)'s multiplayer. Danger Close Games will develop its own multiplayer with DICE's Frostbite 2 engine.
Cooperative
There will be a co-op mode, that is separate from the single-player mode.
Synopsis
Plot
The game is the direct sequel to Medal of Honor and will continue the story from the previous game. Players will continue to control Tier 1 Operators through various scenerios, including rescuing hostages in Abu Sayyaf’s stronghold in the Philippines, and assaulting Al-Shabaab’s Pirate Town on the Somali Coast. It has been revealed that Tier 1 operator Preacher returns home to find his family torn apart from years of deployment.
Development
On February 18, 2011, Gregory Goodrich, the Executive Producer of Danger Close Games revealed that the company would be pursuing a sequel to the 2010 reboot in a letter on the official Medal of Honor website. On January 11, 2012, retailer GAME revealed that EA plans to release new entries in the Medal of Honor and Need for Speed series later that year, which was shown by EA during a confidential presentation. Several video game website outlets such as GameSpot and Kotaku disclosed an invitation to a March 6, 2012 public unveiling at the Game Developers Conference in San Francisco, indicating that a new installment in the Medal of Honor franchise would have its first public demonstration.
Wii U version
On June 7, 2011, during Nintendo's E3 2011 press conference, John Riccitiello of EA games expressed interest in Nintendo's upcoming system, the Wii U. The Austrian newspapers Der Standard has reported that Warfighter is scheduled for Wii U alongside Xbox 360, PlayStation 3, and PC releases, like many other known multi-platform Wii U games, most notably Assassin's Creed III.
Marketing
On October 25, 2011, an insert featuring promotional artwork was included with retail copies of Battlefield 3, featuring little more than a picture and a BBFC logo.[10] On February 23, 2012, Medal of Honor: Warfighter was officially unveiled, alongside promotional artwork. On March 7, 2012, the premiere trailer was released on YouTube. On April 13, 2012, Danger Close unveiled a second trailer featuring gameplay
Pre-orders of Warfighter will receive automatic upgrade to the Limited Edition of the game at no extra cost. The Limited Edition unlocks the U.S. Navy SEAL Tier 1 Sniper and the McMillan Tac-300 sniper rifle upon the game's launch, an unlock that would otherwise require about 40 hours of gameplay.
World of Warcraft: Mists of Pandaria
World of Warcraft: Mists of Pandaria is the fourth World of Warcraft expansion pack. It was announced on October 21, 2011 by Chris Metzen at BlizzCon 2011. On March 21, 2012 the expansion entered a closed beta test.
Overview
Mists of Pandaria will raise the existing level cap from level 85 to 90. It will introduce a new character class, the Monk, along with a new playable race, the Pandaren. The vanity pet system will be overhauled and will include a pet battle system. New PVE scenarios will be introduced, and Challenge Modes will be added for dungeons. The existing 41-point talent trees will be replaced by a new system of tiered talents that are awarded every 15 levels. Blizzard has stated that there are plans for nine new dungeons, three new raids, and four new battlegrounds.
Plot and setting
The game is set after the events of Deathwing and the Cataclysm. The major setting is the titular land of Pandaria, one of the continents of the world of Azeroth. Discovery of Pandaria is made after a naval battle between the Horde and the Alliance. It had previously been hidden by magic since The Sundering.[3][2]
Pandaria
Pandaria is a new continent located to the south of the Eastern Kingdoms and Kalimdor.[4] Several zones have been announced, including the Jade Forest, Valley of the Four Winds, Vale of Eternal Blossoms, Townlong Steppes, and the Kun-Lai Summit. The Jade Forest will be the first zone, and the entry point for the Alliance and Horde. It will feature lush rainforest and stone spires, and introduce the player to the Hozu and Jinyu races. It will contain the Temple of the Jade Serpent, one of the new dungeons, and introduce the Sha enemy. The Valley of the Four Winds will include Pandaren farm lands, with a coastal jungle. The Stormstout Brewery, another new dungeon, is located in the valley.
The Wandering Isle
The Wandering Isle is a roaming giant turtle where Pandaren player characters begin their adventure, which they leave after choosing a faction.
Creatures and enemies
Pandaria will play host to new races that the players will encounter. One is the Jinyu, a race that is similar to the Murlocs and Naga. There will be the Hozu, a monkey like race, and the Verming, who are related to Kobolds. The Mantids are an insectoid race with some of Pandaria's raids planned on them. Players will encounter the Mogu, who were the first to inhabit Pandaria, and the Sha, who are "the manifestation of negative energy on Pandaria".
Gameplay
Blizzard has announced that players will not be able to fly in Pandaria until they have reached the maximum level. There will be auction houses scattered across the five zones of Pandaria.
Monk class
Monks uses an energy source to power basic abilities like Jab. The basic Jab attack is used to generate a resource called "Chi", which are then used for more advanced attacks. The monk class was originally not going to utilize an auto-attack like the other classes, but as of the 2012 MoP Press Event, they have been given an auto-attack. The monk class has three specializations known as: Brewmaster (tanking), Windwalker (melee damage), and Mistweaver (healing). Some details of the healing specialization have included that it will heal through "proximity" based heals, by dropping statues that pulse healing as they perform attacks on the enemy target. Blizzard announced that choosing the healing specialization will give the monk a mana bar like other healers. Monks will wear the leather armor class. Every race except Goblin and Worgen can be a monk.
Pandaren race
The pandaren - a race of anthropomorphic giant pandas initially created by veteran Blizzard artist Samwise Didier - were introduced to the Warcraft canon in the bonus Horde campaign of Warcraft III: The Frozen Throne. Unlike previous races in World of Warcraft, which are tied to either the Horde or Alliance in-game factions, pandaren are faction-neutral for the early levels of the game. Until level 10, the pandaren player character is faction-less; at the end of their starting experience, the player chooses to align with either the Horde or the Alliance. The pandaren speak both the Pandaren language (though the factional language barrier will still remain between Horde and Alliance pandaren) and the main languages of their faction, which are Common (Alliance) and Orcish (Horde). (In an interview with Kat Hunter, Chris Metzen jokingly said the languages had not yet been chosen but Pig Latin was a strong candidate.) Pandarens can be Hunters, Monks, Mages, Priests, Rogues, Shamans, and Warriors.
New instances
At Blizzcon 2011 it was revealed that the new instances would include Temple of the Jade Serpent, Stormstout Brewery and Shando-Pan Monastery. It was later revealed that the 4 parts of Scarlet Monastery – Library, Graveyard, Armory and Cathedral – will be merged into two heroics in Mists of Pandaria. A heroic version of Scholomance was also announced. During the Mists of Pandaria press release, it was announced that there will be nine level 90 heroics for players as well as three raids with 14 raid bosses. All of the raids are going to have three difficulties (Heroic, Normal, and Looking for Raid).
Pet Battle System
Now players' vanity pets can fight against the pets of the other players for fun, or players can have their pets fight against the vanity pets in wild. If the wild pets are defeated, they can be captured and added to the pet collection. Also, vanity pets can learn tricks from pet trainer NPC.
Announcement and development
MMO-Champion reported the possibility of Mists of Pandaria being the new expansion title based on a trademark application by Blizzard submitted on July 28, 2011 and approved August 2, 2011 trademarking the title "Mists of Pandaria". Blizzard announced also that in this expansion that Garrosh Hellscream will become increasingly unstable and the two factions will ultimately team up to take him down.
Blizzcon 2011
On October 21, 2011 Chris Metzen announced Mists of Pandaria during the opening ceremonies.
Overview
Mists of Pandaria will raise the existing level cap from level 85 to 90. It will introduce a new character class, the Monk, along with a new playable race, the Pandaren. The vanity pet system will be overhauled and will include a pet battle system. New PVE scenarios will be introduced, and Challenge Modes will be added for dungeons. The existing 41-point talent trees will be replaced by a new system of tiered talents that are awarded every 15 levels. Blizzard has stated that there are plans for nine new dungeons, three new raids, and four new battlegrounds.
Plot and setting
The game is set after the events of Deathwing and the Cataclysm. The major setting is the titular land of Pandaria, one of the continents of the world of Azeroth. Discovery of Pandaria is made after a naval battle between the Horde and the Alliance. It had previously been hidden by magic since The Sundering.[3][2]
Pandaria
Pandaria is a new continent located to the south of the Eastern Kingdoms and Kalimdor.[4] Several zones have been announced, including the Jade Forest, Valley of the Four Winds, Vale of Eternal Blossoms, Townlong Steppes, and the Kun-Lai Summit. The Jade Forest will be the first zone, and the entry point for the Alliance and Horde. It will feature lush rainforest and stone spires, and introduce the player to the Hozu and Jinyu races. It will contain the Temple of the Jade Serpent, one of the new dungeons, and introduce the Sha enemy. The Valley of the Four Winds will include Pandaren farm lands, with a coastal jungle. The Stormstout Brewery, another new dungeon, is located in the valley.
The Wandering Isle
The Wandering Isle is a roaming giant turtle where Pandaren player characters begin their adventure, which they leave after choosing a faction.
Creatures and enemies
Pandaria will play host to new races that the players will encounter. One is the Jinyu, a race that is similar to the Murlocs and Naga. There will be the Hozu, a monkey like race, and the Verming, who are related to Kobolds. The Mantids are an insectoid race with some of Pandaria's raids planned on them. Players will encounter the Mogu, who were the first to inhabit Pandaria, and the Sha, who are "the manifestation of negative energy on Pandaria".
Gameplay
Blizzard has announced that players will not be able to fly in Pandaria until they have reached the maximum level. There will be auction houses scattered across the five zones of Pandaria.
Monk class
Monks uses an energy source to power basic abilities like Jab. The basic Jab attack is used to generate a resource called "Chi", which are then used for more advanced attacks. The monk class was originally not going to utilize an auto-attack like the other classes, but as of the 2012 MoP Press Event, they have been given an auto-attack. The monk class has three specializations known as: Brewmaster (tanking), Windwalker (melee damage), and Mistweaver (healing). Some details of the healing specialization have included that it will heal through "proximity" based heals, by dropping statues that pulse healing as they perform attacks on the enemy target. Blizzard announced that choosing the healing specialization will give the monk a mana bar like other healers. Monks will wear the leather armor class. Every race except Goblin and Worgen can be a monk.
Pandaren race
The pandaren - a race of anthropomorphic giant pandas initially created by veteran Blizzard artist Samwise Didier - were introduced to the Warcraft canon in the bonus Horde campaign of Warcraft III: The Frozen Throne. Unlike previous races in World of Warcraft, which are tied to either the Horde or Alliance in-game factions, pandaren are faction-neutral for the early levels of the game. Until level 10, the pandaren player character is faction-less; at the end of their starting experience, the player chooses to align with either the Horde or the Alliance. The pandaren speak both the Pandaren language (though the factional language barrier will still remain between Horde and Alliance pandaren) and the main languages of their faction, which are Common (Alliance) and Orcish (Horde). (In an interview with Kat Hunter, Chris Metzen jokingly said the languages had not yet been chosen but Pig Latin was a strong candidate.) Pandarens can be Hunters, Monks, Mages, Priests, Rogues, Shamans, and Warriors.
New instances
At Blizzcon 2011 it was revealed that the new instances would include Temple of the Jade Serpent, Stormstout Brewery and Shando-Pan Monastery. It was later revealed that the 4 parts of Scarlet Monastery – Library, Graveyard, Armory and Cathedral – will be merged into two heroics in Mists of Pandaria. A heroic version of Scholomance was also announced. During the Mists of Pandaria press release, it was announced that there will be nine level 90 heroics for players as well as three raids with 14 raid bosses. All of the raids are going to have three difficulties (Heroic, Normal, and Looking for Raid).
Pet Battle System
Now players' vanity pets can fight against the pets of the other players for fun, or players can have their pets fight against the vanity pets in wild. If the wild pets are defeated, they can be captured and added to the pet collection. Also, vanity pets can learn tricks from pet trainer NPC.
Announcement and development
MMO-Champion reported the possibility of Mists of Pandaria being the new expansion title based on a trademark application by Blizzard submitted on July 28, 2011 and approved August 2, 2011 trademarking the title "Mists of Pandaria". Blizzard announced also that in this expansion that Garrosh Hellscream will become increasingly unstable and the two factions will ultimately team up to take him down.
Blizzcon 2011
On October 21, 2011 Chris Metzen announced Mists of Pandaria during the opening ceremonies.
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