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The Point - How Content is Killing AAA Games

Written By Kom Limpulnam on Sabtu, 28 Februari 2015 | 17.20

@curtisj8487 I guess some people want it, and others don't.  I browse through comment sections here (and on other video game related websites), and I don't think I've ever seen anyone complain about the lack of cut-scenes in a game! 

Some people do want high quality graphics, though.  I don't find that necessary, myself.  Take Red Dead Redemption, for example; I thought the graphics were ugly (character models in particular), but still enjoyed it quite a bit.  Open world, great dialogue, good story, and the controls were more than adequate. 

The Order certainly looks 300% better than RDR, but seems to fall short in nearly every other category.  (Well, the voice acting is quite nice, at least.)  Unfortunate.


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GS News Top 5 - Final Fantasy XV Details, Microwaved 3DS and Kanye West?

Kanye West is making a video game, a rare Majora's Mask 3DS is destroyed, and GTA V is delayed on PC again!

About GameSpot News

Join Jess McDonell every weekday for a punchy wrap-up of the biggest news to come out of video games!

Schedule: weekly

Host: Jess McDonell

Crew: Edmond Tran


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GameSpot Presents The MIX at GDC 2015

Sarah . I see what you mean... Ronald `s remark is neat, on monday I bought a top of the range Lancia Straton after making $7838 this-last/month and-just over, ten/k lass-month . with-out a doubt this is the nicest-work Ive ever done . I actually started 9-months ago and pretty much immediately startad earning minimum $70... p/h . over here 

►►►► http://j.mp/CashMoneyJob

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Riot's Marc Merrill Discusses SpectateFaker and Improving Community Relations

Earlier today, Riot Games President Marc Merrill issued a formal statement regarding his company's investigations into the "SpectateFaker" Twitch stream, the Azubu DMCA takedown notice that was issued against it, and Merrill's controversial comments on Reddit and Twitter last weekend.

This morning, I sat down with Merrill to discuss that statement, his interactions with the community, and what this means for Riot going forward.

Riot's statement frequently references Sanghyuk "Faker" Lee's personal desire to have the stream removed as a major motivating factor in their decision to issue the DMCA notice. With the only public comment on the issue coming from his team, SK Telecom, I ask Merrill if Riot had spoken to Faker. I also ask if it was necessary for Lee to personally want the stream taken down or if the organization representing him could request the removal on its own.

"I think that Faker, like any amazing pro athlete around the world, is in clearly high demand," he replies, "and our understanding is that he has a really good relationship with SKT. Otherwise, when he was getting crazy offers to go play for different teams around the world, the assumption would be that he would have taken something like that. That being said, I'm personally not super close to the details in terms of how his relationship works."

Speaking further, Merrill likens the scenario to traditional sports, where players don't have the time or interest to navigate all of the business dealings around their career and end up relying on agents or sports clubs to handle such issues for them. He believes that "it would be a situation like the [Patriots] speaking on behalf of Tom Brady."

"...our mutual understanding of this stuff will continue to evolve and become more clear over time as well."

Is SKT setting a precedent? Would the handling of any future requests for a stream takedown of a professional player's gameplay shift to the team organizations, whether it be in North America, Korea, or elsewhere?

"It's a case-by-case basis. I think we're covering new ground here and need to evaluate the types of things that are going to happen and unfold going forward. In the same way that when we originally launched League of Legends we didn't have the Summoner's Code, we expect these types of things to evolve over time as we learn and get more exposure to what types of divisions we're going to encounter."

Regarding guidelines, much of the public discourse around the SpectateFaker stream involved where the line was drawn. Could someone "unlock" the camera from Faker, create a "SpectateFakersOpponents" stream, or even more broadly, could they create a stream that spectated a team of players instead of an individual? How will Riot determine when "harm" is being done, as referenced in their statement?

Merrill admits that it's hard to figure out where the line is; "We think that the SpectateFaker case is above the line whereas SaltyTeemo is below the line. So that gap is the type of situation that I think is where we're all going to have to work together to figure it out. So we expect that our mutual understanding of this stuff will continue to evolve and become more clear over time as well."

He does promise that for anything "precedent setting," Riot will be transparent with the community and open a line of communication.

But for content creators and fans, this still leaves a lot of questions open. Hypothetically, if I want to create an automated Twitch stream that follows different members of Counter Logic Gaming across their matches, how do I know if I would be at risk for receiving a DMCA takedown notice from Riot after launching it?

"One of the things that I think would be great is if people who are working with the API and trying to build great systems on it, reach out to our dev relations team and talk to us. If they say, 'Here's what I'm trying to do, what do you guys think?' I think as we all figure these things out together, it's about dialogue and getting on the same page about the goal: Let's make sure we don't harm the community in any macro sense or a micro sense for an individual."

Riot hopes that by explaining its intent in today's statement, it's helped players and members of the community understand what the general boundaries are. Merrill adds, "If there's a gray area, we can collaborate to figure out what makes sense and what doesn't."

With its statement, Riot has formally acknowledged that Azubu had no valid right to issue the initial DMCA takedown notice. But did it take Riot over two weeks to publicly address its partner's overreach?

"Our goal is to nurture this positive and engaging global community"

Merrill explains that Riot "needed to look into it and double-check our facts." Now that they have, he feels comfortable clarifying its position, which is, "If there are going to be any takedowns, they will be from us."

Our conversation then turns to the individual that started it all: StarlordLucian, the SpectateFaker stream administrator. I'm curious if Merrill or Riot have reached out to him directly yet. "Our only communication currently has been through Twitter and/or Reddit. I would love to in the future, but we haven't done that yet."

Finally, we arrive at a more personal subject: Merrill's controversial and emotional comments the weekend before. Riot is no stranger to events unfolding in an unpredictable way that leads passionate fans to intense discussion. Why did this moment in particular spark such an immediate and unrestrained reaction?

Merrill describes his initial reaction upon becoming aware of the situation: "My mind instantly went to 'Oh my God! Precedent!' and we're theoretically entering this new gray area where a bunch of bad situations might manifest. The worst case scenario for me would be that Riot wouldn't stake the type of position where we can protect players in the way that we always care about doing. Our goal is to nurture this positive and engaging global community through esports and all those different dimensions. Everything that we've done has always been consistent with that, we think. And if there's ever something that isn't right, then we quickly adjust course, apologize, and try to evolve. We're going to continue doing that going forward."

The emotional reaction, Merrill attributes, to a personal sense of desire to help the disenfranchised. He recounts several life events where he was angered or frustrated by an individual or a group being mistreated. "That's why I was emotional in the reactions and what I clearly screwed up was, I muddied the message because of the emotion. I was meant to just talk about the case and the principles, but then I ended up doing some things which came across as attacking an individual which was definitely not my intention at all."

Merrill explains that while he was very active in the community in the early days of Riot, that involvement has dropped off as the company has scaled. He hopes that both he and CEO Brandon "Ryze" Beck can work to improve their personal relationship with the community so that players have better context and understanding when they make personal statements. "At the end of the day, the reason Riot is the way it is from a lot of dimensions is because we don't see ourselves as above the community, we see ourselves as a part of it. Sometimes we forget that we could be perceived as these dudes that have this powerful voice, because we don't see ourselves that way."

He explains that he never wanted players thinking his comments were an official statement from Riot. "What I was trying to do was say that we're going to look into this and come out with something. I'm concerned."

Ultimately, Merrill does not feel discouraged by the harsh feedback from the community, "A lot of the comments are really well-deserved. I botched a lot of the intent through bad, reactive messaging, so I don't blame the community for anything. We've been in their shoes many times and been pissed at online game companies that are doing things that we perceive to not make sense. The comments sting, of course, but I think it's the case where it motivates us to get more involved. If there was more of a relationship there, like there has been in years past, this type of stuff would be easier to reconcile."


17.20 | 0 komentar | Read More

Top Digital PlayStation Games Generate Twice the Revenue of Xbox Games

Written By Kom Limpulnam on Jumat, 27 Februari 2015 | 17.20

@wrestlingdude and yet, not one of those games is A EXCLUSIVE..... not sony, not nintendo, not msft.......

not sure why you feel the need say it like that, face it, your precious box has been getting trounced day one, this is only yet another validation of public knowledge.

get back to halo, who knows, with all the bugs in MCC, you might be able to get a full play through by the time HL3 launches....


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Battlefield Hardline’s Visuals Aim for Believability, Realism

Battlefield Hardline's visual direction is aiming for "heightened, dramatic realism," creative director Ian Milham wrote in a post today on the publisher's official site. "We're not worried about authenticity so much as believability."

The look is meant to help sell the fact that the game is set in the real world. "Everyone's detector is finely honed for the real world. If it's not believable, it's immediately noticeable compared to what you can get away with in a fantasy or sci-fi environment."

For inspiration, the team pulled from the simple, saturated look of many Michael Mann films, specifically Heat, Collateral, Thief, and Miami Vice. Ian hopes that the focus on visual presentation will help tell stories and sell some of that plausibility.

"For instance, on 'Bank Job' you can see how the first criminal team must've gone into the bank before the round starts, with the blown open doors in the front providing a distraction, and the strike team eliminating guards in the back. We also put in all the culture and signage around the world to help it feel like a real place and not just a 'multiplayer map.'"

Hardline launches March 17 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. You can see more of the game in the images below.


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Destroyer Annihilation - Homeworld Remastered - Multiplayer Beta

@Gelugon_baat The idea of seeing your production line from a central base was fairly common; (I believe) it was introduced Dune. The main difference with Homeworld is that the central base itself is a character.

Aside from an 3d graphics overhaul, Gearbox improved the interface; it's much better now and also features scaling, which is great for people such as myself with poor eye-sight on a HD-TV; which makes reading text very difficult.


The main issue I see with Gearbox now (since they done a stunning job) is the future of the franchise. Will it become a console FPS? Will future sequels be designed with console in mind? Spammed with DLC? Selling packs of units? 

All this horrible crap is common now: expected. 


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Capcom Apologizes For Lack Of Resident Evil Revelations 2 Local Co-op on PC

Capcom has issued an apology to users who purchased a PC version of Resident Evil: Revelations 2 for the lack of an offline co-operative mode.

Posting on the Resident Evil: Revelations 2 Steam page, the publisher explained that the feature "wasn't intended for this version and that caveat was mistakenly omitted from the product description on the Steam page earlier, and then included as soon as we were made aware. This was an unintentional error and again, we apologize for the confusion this may have caused."

Capcom assured that it was investigating the matter and "potential solutions," saying it hoped to bring out updates "very soon." This suggests that Capcom may not be end up implementing a split-screen co-op mode, but another alternative gameplay mode.

Offline co-op was initially advertised as a feature in Resident Evil: Revelations 2 on its Steam store page. The description of the game stated that players will be able to "overcome the nightmares in either single player mode with an AI partner or offline co-op." According to Capcom, offline co-op was removed to ensure more stable user experiences across different PC settings.

The first episode of Resident Evil Revelations 2 launched earlier this week, with the remaining three episodes to be released over the coming month. Check out how it scored in GameSpot's review.


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Raid Mode in Resident Evil Revelations 2 Ep. 1 - GameSpot Plays

Written By Kom Limpulnam on Kamis, 26 Februari 2015 | 17.20

No, the stages in Raid mode are from other Resident Evil games. The areas you are in during the first ones are from RE6. I'm hoping that when it gets further into it, they bring more areas from other RE's. So that discussion about it being a spoiler was a bit weird... The place you started at with Barry, on the first go, was the start of when you're Jake and Sherry in six, in Edonia. The school is the beginning with Leon and Helena, except you're going the opposite way of which you go in six's campaign. There are also dogs later on, and other types of enemies other than normal zombies, he seems to have played more than me, he should know. Just saying.


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Resident Evil Revelations 2 Removes Features From PC Version

The PC version of the recently released Resident Evil: Revelations 2 will not include an offline cooperative mode despite that feature being listed on the game's Steam store page earlier, publisher Capcom has confirmed.

At the time of writing, the description of features in the game still says that players will be able to "overcome the nightmares in either single player mode with an AI partner or offline co-op," but also says at the bottom of the page that the "PC version does not support offline co-op play in the Campaign or Raid Mode."

"The decision to prioritise a single local screen was made to ensure a stable user experience across a variety of different PC settings and devices," Capcom said in a statement. "Raid mode will support online co-op shortly after launch when a free patch is available for players to download which adds this feature, but the main campaign on PC will only be available to play in single local screen."

Revelations 2, which was released yesterday, is comprised of four episodes, with one being released each week until March 17. In addition to PC, the game is out on PlayStation 3, PlayStation 4, Xbox One, Xbox 360, and Vita.

For more on the game, check out GameSpot's review of Resident Evil:Revelations 2.


17.20 | 0 komentar | Read More
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