[GDC 09]

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agosto 30, 2008
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Ante todo en este tema solo me limito a copiar de otro de Vandal

Usuario De-Mon el tema Aqui.



Este año estará un poco más animada que anteriores, pero para evitar malentendidos y hype innecesario: Game Developers Conference es una feria orientada a los profesionales, principalmente con conferencias y demostraciones de juegos en producción. Siempre cae algún anuncio nuevo y especialmente material (vídeos, imágenes, información) de títulos conocidos, pero no hay que esperar oleadas de novedades. Revisad las noticias del año pasado para comprobar la repercusión que tuvo.

PD: el título destacará los anuncios en la manera en la que van surgiendo. El espacio es limitado, así que en caso de ser muchos en un mismo día, se primarán los nuevos anuncios frente a informaciones de juegos conocidos. Espero que no haya problemas pero sólo lo recuerdo porque en alguna ocasión alguien preguntaba el criterio seguido.

ÚLTIMAS NOTICIAS RELACIONADAS CON LA GDC

En orden cronológico (más actual arriba).

Surgen rumores sobre una inminente bajada de precio de PlayStation 3 y PSP que se anunciaría en la GDC
Abierta la web de Data-Fly (Origo Games) - TRAILER EN LA GDC-
Epic mostrará las novedades del Unreal Engine 3 en la GDC 09
Think Services se establece en Europa y convoca la GDC Europe 2009
CryENGINE 3 en la GDC
The Secret World será desvelado en la GDC 09
Fumito Ueda estara en la GDC
Hideo Kojima será premiado en la GDC 09
Hideo Kojima dará una conferencia en la GDC 09
Anunciados los candidatos a los premios de la GDC 09
No habrá información nueva de Mass Effect 2 en la GDC 09
Satoru Iwata abrira la GDC09
El nuevo gran proyecto de Molyneux se desvelará en la GDC

* Nota: existen bastantes más conferencias de compañías en los calendarios de la web. Me limito a copiar los de temáticas comunes destacados en el sitio.
Estado actual del sector.
# Creating, Maintaining and Realizing Value for a Videogame Business
Speaker: Mitch Lasky (Benchmark Capital)

# Early Stage Funding for Video Game Start Ups
Speaker: Matthew Le Merle (Gameplay Holdings and Keiretsu Forum)

# Stability in Stormy Weather
Speaker: Albert Reed & Bill Reed (Demiurge Studios)

# Sessions at GDCRaising Capital In A Recession
Speaker: Chris Kauza (Soltus Group)

# My Lessons Learned from Flagship Studios
Speaker: Stephen Goldstein (Flagship Studios)

# From Bungie to Bootstrapping – Starting an Independent Developer
Speaker: Max Hoberman (Certain Affinity, Inc.)

# Sessions at GDCProfitable Development via Creative Accounting (And by Creative, we Mean Financially Sound!)
Speaker: Chris Charla (Foundation 9)

# Have You Got Perfect Pitch?
Speaker: John Cook (Bad Management), Lee Jacobson (Midway Home Entertainment Inc.), Sebastien Motte (Microsoft Game Studios), Michael Denny (SCEE), Dan Winters (Activision)

# Sessions at GDCRiding the Waves of Change: How Video Game Companies Can Flourish in an Environment of Relentless Volatility and Flux
Speaker: Gerri Sinclair (Great Northern Way Campus), Tarnie Williams (Relic Entertainment), Howard Donaldson (Disney Interactive), Dave Fracchia (Radical/Activision), Bradley Crooks (Headstrong Games)
DISEÑO

# Media Molecule: 'Winging It' - Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET
Speakers: Alex Evans & Mark Healey (Media Molecule)

# Creative Career or Grueling Job? Staying Passionate about Our Craft in the Games Business
Speaker: Don Daglow (Don Daglow Interactive Entertainment)

# Nuances of Design
Speaker: Jonathan Blow (Number None, Inc.)

# The Cruise Director of AZEROTH: Directed Gameplay within WORLD OF WARCRAFT
Speaker: Jeffrey Kaplan (Blizzard Entertainment)
PRODUCCIÓN

# DEAD SPACE: How We Launched the Scariest New IP
Speaker: Chuck Beaver (Electronic Arts Redwood Shores)

# He Who Ships, Wins: Producing GEARS OF WAR 2
Speaker: Rod Fergusson (Epic Games)

# The LITTLEBIGPLANET Jam
Speakers: Siobhan Reddy & Kareem Ettouney (Media Molecule)

# The Iterative Level Design Process of Bioware's MASS EFFECT 2
Speakers: Corey Andruko & Dusty Everman (BioWare)
NEGOCIOS

# From Bungie to Bootstrapping – Starting an Independent Developer
Speaker: Max Hoberman (Certain Affinity, Inc.)

# My Lessons Learned from Flagship Studios
Speaker: Stephen Goldstein (Stubbs Alderton & Markiles, LLP)

# Riding the Waves of Change: How Video Game Companies Can Flourish in an Environment of Relentless Volatility and Flux
Speakers:Gerri Sinclair (Great Northern Way Campus), Tarrnie Williams (Relic Entertainment), Howard Donaldson (Disney Interactive), Dave Fracchia (Radical/Activision)

# When Publishers Won't Let Go: Signing Away Rights to Future Games
Speakers: Stephen Rubin (Law Office of Stephen Rubin)
PROGRAMACIÓN

# On the War Path: Tactical AI in DAWN OF WAR 2
Speaker: Chris Jurney (Relic Entertainment)

# Directing the Prince Of Persia Camera: A Sustainable Development Approach
Speakers: Jonathan Bard (Ubisoft Montreal)

# STAR OCEAN 4: Flexible Shader Management and Post-Processing
Speaker: Yoshiharu Gotanda (tri-Ace Inc.)

# Technology Directors Roundtable
Speaker: Julian Walshaw-Vaughan (EA)
ARTE VISUAL

# Creating First Person Movement for MIRROR'S EDGE
Speakers: Tobias Dahl & Jonas Aberg (DICE - EA)

# Art Directing Horror and Immersion in DEAD SPACE
Speaker: Ian Milham (Electronic Arts Redwood Shores)

# Cinematic Next-Generation Action NARUTO: Ultimate Ninja STORM - In-Game Artwork and Beyond
Speakers: Hiroshi Matsuyama & Seiji Shimoda (Cyber Connect 2)

# From Pipe Dream to Open World: The Terraforming of FAR CRY 2
Speaker: Alexandre Amancio (Ubisoft Montreal)
SONIDO

# The Future is Now: Dynamic Music in MERCENARIES 2
Speakers: Viktor Phoenix (Pandemic Studios), Chris Tilton (Composer), Erik Pettersson (Pandemic Studios)

# FAR CRY 2: Creativity and the Musical Challenge
Speakers: Marc Canham (Nimrod Productions)

# Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient Sound Design
Speaker: Joanna Orland (Sony Computer Entertainment Europe)

# Exploiting the Full Range of Rights in Musical Copyrights
Speaker: Jim Charne (Law Offices James I Charne)
GDC 2009 Keynotes

Hideo Kojima, Head of Kojima Productions

"Solid Game Design: Making the ‘Impossible’ Possible"
Thursday, March 26, 10:30am-12pm

Satoru Iwata, President of Nintendo

"Discovering New Development Opportunities"
Wednesday, March 25th, 9-10am

Neil Young, CEO & Founder, ngmoco
"Why the iPhone just changed everything"
PONENTES

Mark Cerny
Cerny Games

Norihiko Hibino
GEM Impact, Inc.

Clinton Keith
Clinton Keith Consulting

Hiroshi Matsuyama
Cyber Connect 2

Peter Molyneux
Lionhead Studios

Patrick Redding
Ubisoft Montreal

Hitoshi Sakimoto
Basiscape International

Randy Smith
Electronic Arts

Gordon Walton
Bioware

David Wu
Microsoft Game Studios

Corrinne Yu
Halo Team Microsoft

MAPA DE LA GDC



- Anunciado Max Payne 3 para este invierno. PC y PS360.

- Nuevo trailer de Punch Out! (Wii).

GameTrailers ha cerrado. Escribe al administrador para solucionar el enlace roto.
http://www.gametrailers.com/player/47035.html

- Anunciado Military Madness (Nectaris) para XBLA,PSN y Wiiware para este verano.
Hudson Entertainment to Recruit Soldiers for New Generation of Military Madness
Classic TurboGrafx-16 Strategy Game Returns to Digital Download Platforms with Updated Features and Gameplay

San Mateo, Calif. – March 23, 2009 – Ten-hut! Military Madness, the classic turn-based strategy game published by Hudson Entertainment, the North and South American publishing arm of HUDSON SOFT, is coming to Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®Network, and WiiWare™. This new version of the strategic combat simulation game includes an all-new graphical barrage, a regiment of new units, online co-op and vs. multiplayer and a platoon of other new features. Due to be ready for deployment this summer, Military Madness has been rated T for Teen by the Entertainment Software Rating Board (ESRB).

“Since its original release on TurboGrafx-16 in 1989, Military Madness has stood the test of time as one of the longest-lived turn-based strategy games in history,” said Sabine Duvall, Vice President of Product Development at Hudson Entertainment. “The new Military Madness will give fans of the original a modern version of this classic strategy game, while gamers new to the series will get to enjoy being armchair generals for the first time.”

With new features such as the commander unit, four person online multiplayer gaming and a 3D view of the battlefield, Miltary Madness has been modernized to meet the needs of today’s gamer withouhttp://www.vandal.net/foro/cgi-bin/foro.cgi?accion=form_editarpost&mensaje=525039&numeropost=2&foro=2
Foro de Videojuegos - Vandalt straying from the strategic elements that earned the original version awards for the “Best Military Strategy Game” and “Best War Game” within a year of its release. For those who want to know who is the “best of the best”, detailed stat-tracking leaderboards can be reviewed online.



Varios juegos mencionados en un comunicado de prensa de Sony (como mínimo, son para PlayStation 3).

Lexis Numérique
- Brooklyn Stories (???)



Seed Studios
- Under Siege (PSN) (RTS)

Spiders
- Mars (Blu-ray) (RPG/Action)

En Desarrollo (Desconocidos hasta hoy)

Big Ant Studios
- ???

Boolat Games
- topatoi (PSN)

Ivent Games
- Strength of the Sword (???) (third-person action)

VectorCell
- The 7th Seal (???)

- Vídeo de CryENGINE 3 (multiplataforma)

- Team Ninja prepara una nueva IP después de Ninja Gaiden Sigma 2. Ninja Gaiden Sigma 2 tendrá cooperativo online entre otras novedades:

- Anunciado Tom Clancy's R.U.S.E. (PS360/PC), combates navales.

- Nueva actualización para Wii, soporte para juegos en SDH

- The Legend of Zelda; Spirit Tracks (DS)



- Anunciado nuevo Ratchet & Clank para PS3.

The duo the coolest of the galaxy is back on PLAYSTATION ® 3!

Get ready to travel through time and find yourself in chaos with intergalactic

Ratchet & Clank ™: A Crack in Time

Paris, 26 March 2009: you have ever wanted to travel in time? This fall, Ratchet and Clank are back on PLAYSTATION ® 3 (PS3 ™) in France as you never seen. This time they have to save the future! Get ready for another episode of intergalactic chaos with Ratchet & Clank ™: A Crack In Time, the latest opus of the franchise Ratchet & Clank ™ to the millions of copies sold by Sony Computer Entertainment Europe.

Concluding the events that started in Ratchet & Clank ™: Operation Destruction and Ratchet & Clank ™: Quest for Booty, Ratchet & Clank ™: A Crack in Time will answer some of the larger questions posed by fans of the franchise. After discovering the disappearance of Clank - the "cute" little robot - was manigancée by Dr. Nefarious, Ratchet, equipped with its formidable key part rip to save his best friend. Throughout the adventure, they both discover the secrets of their origin and destiny. It was when the duo is about to find that Ratchet and Clank will have to consider the most important issues: their fates are linked? Or the time has come for the greatest duo in the universe to separate for good?

If you have never played Ratchet & Clank and you discover this franchise successful, prepare to be immersed in a story full of hilarious and action and let you embark on a journey through time of the most entertaining .

Based on the PS3 ™ technology fourth generation of Insomniac Games, Ratchet & Clank ™: A Crack in Time gives you the possibility to play your own animation generated by computer on your PS3 ™. Find humor and jokes finest series Ratchet & Clank ™ and discover a whole new gameplay very space: beat you in space and explore the surrounding solar system and discover hidden items and collectibles. You will find yourself facing a whole new enemy but also faced with old acquaintances, and will have to eliminate them from your weapons and your new powers.

Get ready to leave for a journey through time delirious with Ratchet & Clank ™: A Crack In Time, which will be released in fall 2009. This is the new opus of the popular Ratchet & Clank franchise ™, including eight titles have been released on the PlayStation ® 2 consoles, PS3 ™ and PSP ™ (PlayStation ® Portable). With Ratchet and Clank, the future is never certain!
Lo pongo aqui tambien. Pon un anuncio De-mon,si tienes hueco en el titulo xDD

No es la ultima keynote de hoy,VG247 tendra un liveblog de la keynote de Will Wright,Dave Perry...

http://www.vg247.com/2009/03/25/gdc-luminaries-lunch-liveblog-at-100pm-pst-featuring-will-wright-and-warren-spector/

Rescato las imagenes del Zelda.









Conferencia completa de ninty:
18:11 - Satoru Iwata, abandona el escenario. Fin de la conferencia.

18:10 - Iwata termina su conferencia con un comentario dirigido a los desarradores. Aunque el desarrollo de juegos originales puede ser difícil durante la crisis, recuerda que durante la Gran Depresión aparecieron como la televisión, la cookies de chocolate o los propulsores de vuelo.

18:09 - Para terminar, un anuncio. Un Zelda de DS en vídeo con trenes en lugar de barcos. El nombre provisional es The Legend of Zelda: Spirit Tracks. Su lanzamiento es 2009.

18:06 - Ahora va con lo 'jarcorr'. Comienza a hablar de la Consola Virtual Arcade (imágenes abajo). Los juegos son Space Harrier, Emeraldia, Return of Lishtar, Gaplus, Space Invaders, The Tower of Druaga, Mappy y STARFORCE.

18:04 - Vuelve Iwata al escenario para decir que DSi es la consola más reservada de la historia. En GameStop, el doble que DS.

17: 59 - Comienza a hablar de DSi. Están mostrando varios juegos como Wario Ware.

17:55 - Dice que el 4.0 está disponible ya para la descarga. Se confirman los nuevos para WiiWare.

Y para Consola Virtual, los cinco primeros Final Fantasy. De momento todos en Japón, y en EEUU sólo el FF I y el FF IV.

Los juegos de la Consola Virtual se lanzan muy rápido a través de la SD, y lo han demostrado con Zelda: Adventure of Link. También se han prometido nuevas posibilidades de gestión de datos.

17:52 - La actualización Wii System 4.0: En la parte inferior de la pantalla hay un icono de tarjeta SD que lleva a un menú. Es el mismo sistema de 12 items por pantalla pero alcanza a 20 pantalla por SD. Son 240 juegos en total.

El menú 4.0 puede manejar tarjetas de hasta 32 gigas. Y ahora el Canal Tienda permitirá descargar directamente a la tarjeta SD.

17.50 - El modelo WiiWare funciona, pero muchos no estáis contantos con la capacidad limitada para guardar contenido en la consola. Bill Trinen aparece para explicar el menú SD. Es una solución completa para el almacenamiento en Wii. Va dirigido a los desarrolladores, tratando de venderle WiiWare.

17:45 - Y llega el primer juego nuevo, Rock and Roll Climber, de WiiWare. Complementa el uso de BB con Wiimote y Nunchaku. Se trata de un proyecto muy realista que no trata de imitar a Ice Climbers. Cuando llega a lo alto de la montaña, el escalador saca una montaña y se pone a tocar de forma animada (no para el jugador). Trata de ser un simulador realista.

17:43 - Ya son 7 las compañías con algún million-seller. Wii Balance Board ya ha alcanzado la base instalada de PlayStation 3.

17:42 - "Todo el mundo sabe que los productores de hardware deben ayudar a crear la base de hardware más grande posible para que el software venda bien. Nos hemos tomado esto muy en serio y en Wii, y por eso fue la consola third-party que más juegos vendió el año pasado (hablando de EEUU)".

17:42 - World of Goo y Spore son esas nuevas formas de comprender los videojuegos. Iwata compara a los jugadores con los nuevos. La mitad de los compradores de DS del año pasado fueron mujeres.

17:34 - Cree que para sorprender a los usuarios, primer deben sorprenderse ellos mismo. Y de ahí pasan a hablar de Rhythm Paradise, para Nintendo DS. Fue el primer juego con el que tuvo que aprobar un presupuesto para dar clases de baile a sus desarrolladores. Todo comenzó cuando un músico japonés llamado Tsunku presentó su idea a Nintendo. Después el director de WarioWare se implicó.

17:30 - Iwata recuerda que mucha gente esperaba que Nintendogs o Galaxy fuesen de lanzamiento. Eso no se logró, pero sí sacar Wii Sports, y se lo agradece a Miyamoto.

17:27 - Es un extraño giro del destino que el señor Miyamoto, que una vez fue mi mentor, ahora trabaje para mi. Ahora es una situación agradable, pero no lo fue siempre.

17:23 - A Miyamoto le gusta mucho el ensayo error cuando tiene pocos desarrolladores en su equipo. Esta imagen del prototipo de Wii Sports es un ejemplo. "Sólo servía para el control, los gráficos se podían apañar luego".

"El menú Tarjeta SD aprovecha la memoria de la consola Wii para activar canales guardados en tarjetas SD. Los datos de guardado deben estar en la consola Wii, pero no deben estar en la SD. Ahora permitirá hasta 20 páginas. Sí funciona con tarjetas SD HC. Por ejemplo, 8 gigas son casi 61.000 bloques.

Se añaden Arcades a la Consola Virtual

17:18 - Miyamoto es capaz de incorporar los hobbies a los videojuegos, dice Iwata, como la jardindería en Picmin, las mascotas en Nintendogs y el ejercicio en Wii Fit, por eso no se le permite decir sus hobbies en público (él mismo se lo pidió). "Cuando se compró un perro todo el equipo se esperó qui hiciese un juego de perros".

17:17 - También recuerda sus tiempos en el Hal Lab. y sus primeros encuentros con Miyamoto. Su compañía sufrió del mismo modo la espiral mortal inevitable. Sin embargo, para Iwata, "Miyamoto, más que nadie, ve oportunidades de desarrollo donde nadie las ve. Cuando ve algo que mucha gente está disfrutando, comienza a estudiar por qué se divierten, incluso si no saben por qué se están divirtiendo, él si lo sabe.".

17:15 - Ha reconocido que le preocupaba que sólo el software de Nintendo vendiese en sus consolas, pero "no ha sido el caso".

17:10 - Iwata lo confirma, Wii ha alcanzado los 50 millones de unidades distribuidas. "Nintendo es la única compañía que ha crecido en EEUU y Europa en 2008". Y una regla se mantiene: "El software vende el hardware".

17:09 - Y por fin aparece Satoru Iwata. DSi centrará el discurso. "La última vez que hablé con vosotros fue hace tres años, antes de lanzar Wii. El mercado mundial ha cambiado desde entonces más allá de lo que pudiéramos imaginar". Su estilo es soprendente, con chaquta de cuero.

17:09 - La directora ejecutiva de la GDC, Megan , está realizando una pequeña introducción del personaje.

17:05 - La espera continúa. La Familia de Nintendo of America está sentada a la espera. No hay ni un sitio vacío en el Moscone Center. Éste es el escenario.

17:00 - La conferencia sigue sin comenzar. Reggie Fils-Aime está también en San Francisco.

16:59 - Nueva actualización de Wii disponible. El Canal Tienda llevaba dos horas en mantenimiento. En breves momentos comentaremos en qué consiste.
Una de trailers.

Yo-Ho Kablammo (XBLA)

http://www.gametrailers.com/player/47112.html

Space Invaders Extreme (XBLA)


http://www.gametrailers.com/player/47113.html

Restaurant Empire II (PC)

http://www.gametrailers.com/player/47132.html

Firemint Real Racing (iPhone)

http://www.gametrailers.com/player/47140.html

Ninja Gaiden Sigma II (PS3)

http://www.gametrailers.com/player/47116.html

Trailer completo de NGS2 (son unos 20 segundos extra).
http://www.youtube.com/watch?v=Zv5oBDixIi0&eurl
Atlanctica Online (PC)

http://www.gametrailers.com/player/47099.html

Legio (PC)

http://www.gametrailers.com/player/47144.html

-Scan del motor grafico CryENGINE 3.
















De la demo de la GDC, llevado por consolas:










CryEngine 3 GDC 09: Demonstration

GameTrailers ha cerrado. Escribe al administrador para solucionar el enlace roto.
http://www.gametrailers.com/player/47046.html

Ueda ya ha estado por ahí y ha dicho solamente esto:
-During a joint panel at GDC 2009, the developers of Shadow of Colossus, Fallout 3 and No More Heroes all spoke of their new projects.

Mark MacDonald moderated the panel between Shadow of the Colossus/Ico creator Fumito Ueda, No More Heroes creator Goichi Suda, and Fallout 3 developer Emil Pagliarulo.

After opening up the panel for questions, Suda took the chance to ask one for the crowd: what games are Ueda and Pagliarulo working on next? A transcription of the dialogue follows:

Suda: I think I'll represent everybody's question in asking about [Pagliarulo] and Mr. Ueda's new game. Of course I can't say anything about what I am working on.

Ueda: The Japan studio bosses are probably here so I can't say anything specific. But it might be something similar to what's been done. Kind of a middleground...

Mark MacDonald: I'm sorry, the translation wasn't quite clear. Maybe if you could speak a little bit more about your next game.

Ueda:Hmm, well, let's see. Well, probably it will be similar to the past... we are struggling. The essence of the game is rather close to Ico.

Suda: Who is your partner?

Ueda: I can't talk about this anymore. Don't ask anymore questions please! As soon as I start talking they are going to shoot me.

Suda: [Resident Evil 4 lead designer Shinji Mikami] is making a horror game. I am working on that. Maybe I shouldn't have said that.

Pagliarulo: I can say we're working on lots of DLC. Really fun stuff. Future Fallout, lots of stuff brewing up here. God only knows where that may go. What famous landmarks can we destroy next? What landmarks in Japan can we destroy?
Ueda habla sobre cambiar el "Game Over" típico de los juegos.
Ueda noted that he thinks they should rethink a "game over", which comes from arcades. Sometimes it puts stress on players, and he doesn't want to do that. He think thinks that perhaps they can change that and handle it differently.

Lastly, a panel attendee asked Ueda about what he thinks of people using Shadow of the Colossus as the best example of games as art.

Ueda said he doesn't think that way. They make a game to entertain people. It might look like art, but they're making entertainment for people to enjoy. He attended art school, so that kind of feedback is nice to hear, but that's not his end goal.
Trailer POSTAL 3:


-http://www.shacknews.com/onearticle.x/57845

Home recibira tres espacios nuevos cada mes
“You’ll see about three new spaces launched a month - I’ll be shocked if we ever go under that number, we have so much in the pipeline,” Buser said during a talk at GDC.
Kojima confirma : NUEVO JUEGO EN EL E3.
March 25, 2009 - IGN sat down for a chat with Metal Gear Solid creator Hideo Kojima during the Game Developers Conference in San Francisco today. Among many other questions, we asked the visionary designer, "What type of project do you want to work on next?" While no concrete name, genre or details were given, Kojima did say that work was indeed underway and that "An official game announcement will be made at E3." Additional comments and answers will go up with our full interview with Hideo Kojima later today. Keep an eye out.
Demostración de las nuevas librerías de Havok :



Demostración del SDK para IA

Destrucción de un puente

Demostración de física de la ropa


Mas trailers y gameplay.

Help Wanted (Wii)


http://www.gametrailers.com/player/47158.html

Gobliins 4 (PC)

http://www.gametrailers.com/player/47160.html

Virtual Console Arcade (Wii)


http://www.gametrailers.com/player/47165.html

Excitebots: Trick Racing (Wii)

http://www.gametrailers.com/player/47173.html

http://www.gametrailers.com/player/47175.html


Nueva info de Lost Planet 2


¿Shadow of Colossus+Monsteer Hunter = LP 2?

“Lost Planet 2 will put a huge emphasis on your responsibility to your team,” said OXM. “Besides having you mind your own T-ENG reserves when the fighting gets rough, Capcom also plans to incorporate something called a ‘Team Military Power Bar.’ If you happen to die during a mission, you’ll be able to immediately respawn at a data post - but your team’s overall Military Power Bar will take a hit.”

Taking on the game’s “skyscraper-sized” bosses, then, requires players to stand on each others’ shoulders, metaphorically (and, we hope, sometimes literally) speaking.

“My three comrades have scattered to the winds,” said OXM of it first battle with a “three-story high” boss monster. ”

“A buddy has somehow grapple-hooked onto the back of the monster and is now riding it like a giant, living surfboard,” the Xbox-centric magazine added.

And then they pour cold steel into the unfortunate beast’s various glowing “hotspots” until it keels over. Sound familiar?

We’re pretty excited about this one — at least, so long as it lives up to OXM’s description.

Trailer de Dragon Age, Mass Effect 2, Battlefield Bad Company 2.

http://www.gametrailers.com/player/47172.html

Preview de Trine:

-Co-op confirmado


When you look at the Nordic game development scene, filled with highlights such as Max Payne, Battlefield, Hitman, and Kane and Lynch, there seems to be a bit of a violent streak. In recent months, though, we're seeing that change. Danish developer IO is currently making a game about smaller-than-normal ninjas instead of another Hitman or Kane & Lynch, and now Frozenbyte (developer of the serious sci-fi shooter Shadowgrounds) is embracing the fantasy genre with Trine.

While it incorporates Terry Pratchett-style fantasy with certain gameplay elements from Little Big Planet, Trine is essentially a side-scrolling puzzle-based PSN and PC platformer, with most of the puzzles revolving around the games' physics engine and the use of three characters.

The premise starts with a thief, wizard, and knight finding themselves at something called Astral Academy, which houses an "ancient object" known as a trine. All three characters end up getting caught inside the trine, resulting in a situation where only one character can leave it at a given moment. It's a story built to provide gameplay, basically.


When playing, you can switch between the three characters at any time with a click of a shoulder button. As you would assume, each character has a different set of skills: The knight's sword and shield make him useful in combat. The thief can hit foes with a crossbow, move quickly, and use a hook to attach to objects and swing around.

The wizard ends up serving as the most interesting of the bunch, since he can conjure objects out of thin air. For example, if you draw a rectangular shape with a cursor, he will conjure a box that you can then use in the game.

The fun part comes from playing around with the physics properties of the box -- if you conjure it in the air, it will crash down onto the floor (a useful way to kill enemies). The wizard can also manipulate certain objects in the world with this cursor -- place it on top of objects, and it transforms into a hand to show that you can grab the object to move it around.

Early on, the game takes place in the vaults and cellars of Astral Academy (the whole game consists of about 15 levels with a variety of environments). These levels are littered with boxes (useful as stepping stones) and strange contraptions such as huge rotating wheels (which the thief can grab onto using his hook) and a two-wheeled platform on rails holding up a rock (you have to swing the rock around by moving the platform above it, and then use that momentum to smash the rock into a wooden door to make your way through).

The physics work quite well, and playing around with objects and experimenting is very entertaining. Even with our short hands-on time, it's clear that there are a lot of creative ways you can solve the puzzles.

A previously unannounced feature is a co-op mode, which allows each character to be controlled independently if you have three players available. This, combined with the physics engine, allows for a fair amount of experimentation. For example, the knight and the thief can stand on a box or a piece of rock -- which the wizard can manipulate to fly around the screen. One co-op puzzle I played started with a broken bridge, where one part was attached to a cliff, but the other end was hanging loose. With the wizard, I could either stack some boxes to prop up the loose end, or grab the loose end and keep it steady while the other characters crossed.

At the moment, while the controls work well for the most part, the swinging mechanic feels a bit too fiddly, and some of the timing with jumps needs some more polish work. Hopefully, these issues will be ironed out before the game's summer release on PSN and PC.

Nuevo vídeo de Fat Princess

Nuevo vídeo de Fat Princess:
http://www.gametrailers.com/player/47194.html



Nomura god:
New Nomura Interview: Special Announcement?
Written by Audo
Wednesday, 25 March 2009

The latest issue of Famitsu Weekly has surfaced, and contained within its pages is a brand new interview with Tetsuya Nomura. Among discussing many of his works including Final Fantasy XIII and Advent Children, Nomura also drops some more details on 358/2 Days and Coded. But that's not all, at the end of the interview, Nomura hints that there will be a Special Announcement regarding the Kingdom Hearts Series in the upcoming week! Check out the translations below, courtesy of HeartStation!

Tetsuya Nomura Interview Translations -Let’s chat about the directions you’ve taken with other titles. First from Kingdom Hearts 358/2 Days.

Nomura: Development is in the last stage. It’s finally in debugging now. Since the game is set up in mission modes, if you only clear the required missions, the game can be played to the end in a short time period. However, if you complete everything, the volume of the title is exceeding. I’m excited about multiplayer mode. Without having a mission purpose, you’ll have fun competing with each other. (Laughs)

-How is the content of Kingdom Hearts Coded going on the mobile phone?
Nomura: Because it is being distributed in episodes, a certain number of them is created and the stock is guaranteed when the title is purchased.

-Thank you so much for your time. Is there anything else to add?
Nomura: I’m very excited in the direction these titles are moving in. Next week, we plan on making a special announcement regarding the Kingdom Hearts series - please look forward to it.

What do you think the special announcement could be about? Be sure to tell us your theories and ideas in the KHInsider Forums! We'll keep you posted as more information arises.

Mejoras del UE3:

http://g4tv.com/trailers/hdvideos/37413/Unreal-Engine-3-New-Features-GDC-2009-Trailer.html


Kojima deja ver una imagen [¿Raiden como prota en MGS5?]


SEGUIRE PONIENDO ENCUANTO PUEDA
 
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thehrb

de uno de vandal... es de DE-MON, creo que lo minimo ya que es un copy&paste, como pones ahi arriba, es que pongas el link directo a su tema en vandal
 
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de uno de vandal... es de DE-MON, creo que lo minimo ya que es un copy&paste, como pones ahi arriba, es que pongas el link directo a su tema en vandal
Ahora mismo lo pongo,Gracias.

Si el STAFF ve necesario cerrarlo que lo haga.

Ire un poco lento que la pantalla la tengo medio rota y el teclado 3/4 de lo mismo.:chocala:

Si veis algo mal decirlo[Referente al asunto del copy&paste]
 
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Por fin un buen tema, no puedo entender como en plena GDC la gente del foro se la pasa creando temas para preguntar que comprar o si les parece bueno tal cosa..... en fin. Currado!!
 
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Por fin un buen tema, no puedo entender como en plena GDC la gente del foro se la pasa creando temas para preguntar que comprar o si les parece bueno tal cosa..... en fin. Currado!!
Gracias pero la henorabuena a Da-emon de Vandal que es quien lo a echo XD

Una parte es sulla,la otra la estoy recopilando yo de todas las paginas que hay.

Bueno por hoy lo dejo que tengo hambre.
 
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