Monday, February 28, 2011

Crysis 2: demo multiplayer PC disponibile per il download

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Crysis 2: galleria immagini

Mantenendo pienamente la promessa di pubblicare la demo multiplayer PC di Crysis 2 il 1 marzo, Crytek ha reso disponibile per il download la versione dimostrativa online del proprio shooter in prima persona, attesissimo all'interno del panorama videoludico.

Il download è effettuabile attraverso Games.On.Net per un totale di 1,56GB da scaricare prima di poter indossare di nuovo la Nanosuit. Ricordiamo che la versione PC di Crysis 2 offrirà server multiplayer dedicati, mentre la data d'uscita prevista per il gioco è il 25 marzo per tutte le versioni (PC, PS3 e X360).

via | vg247

Crysis 2: demo multiplayer PC disponibile per il download é stato pubblicato su gamesblog alle 08:28 di martedì 01 marzo 2011.


Rosario 01 Mar, 2011


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Nintendo e Gamesblog regalano 10 inviti per la serata di presentazione del 3DS a Roma e Milano

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Grazie a Nintendo possiamo offrirvi 10 ingressi alla serata di presentazione del nuovo Nintendo 3DS. Gli inviti, per Roma e Milano, offriranno la possibilità di giocare in anteprima con il 3DS.

Ogni invito è valido per una sola persona, i cinque a disposizione per Roma riguardano l'evento del 10 Marzo al "Room 26″ mentre i cinque per Milano permetteranno di entrare all'evento a Milano il 14 Marzo all'Alcatraz.

Durante le serate avrete accesso a un free-drink, buffet e prova delle console nelle varie postazioni presenti. E' stato anche indetto un concorso per i partecipanti che metterà in palio un Nintendo 3DS, motivo in più per partecipare! Per chi non riuscisse a vincere gli inviti riservati per gamesblog potete tentare la sorte su "facce da 3ds".

Per vincere i posti a disposizione le regole sono semplici: alle 11.00 commentino gli interessati per Roma, i primi 5 che avranno commentato questo post vinceranno l'invito. Stessa cosa per quelli di Milano che dovranno commentare alle 11.30.

Nintendo e Gamesblog regalano 10 inviti per la serata di presentazione del 3DS a Roma e Milano é stato pubblicato su gamesblog alle 07:30 di martedì 01 marzo 2011.


iron mel 01 Mar, 2011


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Wishful Features: True in-game gifting in CityVille

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As we seem to be receiving more and more CityVille quests that require you to have one or more of a particular collectible item, I've come to the conclusion that the game desperately needs a true in-game gifting feature. While adding an item to your wishlist and then posting that wishlist to your wall is one thing, the fact that the item disappears from your wishlist automatically after a single person sends you the item in question seems rather counter-productive.

What if you need more than one of the item you're asking for? What if one of your CityVille friends has 20 of that item that they're ready and willing to give to you, but now can't because it's no longer on your wishlist? Unless you monitor your game 24 hours a day, you might miss out on these important items that you clearly needed, or else you wouldn't have asked for them in the first place.

Imagine instead a game where you could simply head into your inventory and choose a particular item to send, in bulk, to any of your neighbors. FrontierVille has this system in place, and I use it all of the time - as do many of my neighbors. Wouldn't it be great if we could share excess decorations, or even excess energy with friends when we simply didn't need it? Isn't the point of Facebook games to be social? This would definitely be a new social feature, and I'd love to see it arrive in the game sooner, rather than later.

What do you think of the concept of in-game gifting in CityVille? What other changes would you like to see come to the city-building game? Let us know in the comments.

 

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Brandy Shaul 28 Feb, 2011


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Source: http://blog.games.com/2011/02/28/wishful-features-true-in-game-gifting-in-cityville/
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Mahjongg Dimensions Facebook game now on iPhone/iPad/iPod Touch

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Mahjongg Dimensions made a name for itself on Facebook as a new take on the traditional Mahjongg tile-matching template, giving the game a 3D layout, asking you to rotate cubes in a full 360 degree circle to match symbols on the edge of those cubes. The faster you make matches, the more boards you clear within the game's time limit, and the more points you score.

Mahjongg Dimensions on Facebook has over 1.3 million monthly active players, according to the latest AppData figures, and Arkadium and Backflip Studios are hoping that fans of the game will be willing to pay to take that gameplay with them wherever they go thanks to the release of Mahjongg Dimensions on iPhone/iPod Touch and iPad.

Mahjongg Dimensions on iOS allows you to play the same gameplay that you've come to know and love on Facebook right in the palm of your hand, but with actual levels to complete. Your score carries on from one level to the next, and you aren't nearly as timed in this version of the game, as your overall timer starts at 5 minutes. While there is a free version of the game available to download from the App Store, the full game costs 99 cents, and contains 30 more levels than the demo.

The game offers Facebook connectivity, so you can show off your high scores to your friends back on Facebook, and contains full touch controls, allowing you to tap on blocks easily and quickly, and to rotate the board with a simple tap of your finger, as you'd expect. Mahjongg Dimensions has already been updated once since it launched on the App Store earlier this month, so Arkadium seems to be dedicated to making the mobile version as grand as its predecessor.

Let us know what you think of this new version of the game in the comments. Would you play the game if it didn't cost 99 cents?

 

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Brandy Shaul 28 Feb, 2011


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Cafe World Renewed Renovations Goals: Everything you need to know

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Back that beginning of February, Zynga launched a series of three "Free Renovations" goals in Cafe World, which offered users some pretty nice rewards for completing them - prizes that are normally only found in the game's store for Cafe Cash. Those goals apparently went over fairly well, as the "Renovations" series has been expanded with four new goals, called "Renewed Renovations."

The first of four new goals will only show up on your account once you have finished the first three goals in this series, so check out our complete guide to completing them if you still haven't made your way through them. As for this, once you're ready for what is technically the fourth mission in this series, you'll need to complete three tasks, which should look mighty familiar to those who finished the first trio of missions in this set.

Serve Eggs Benedict 14 Times
Cook Bacon and Eggs 14 Times
Ask for 10 Ladders


Eggs Benedict cooks in six hours, while Bacon and Eggs cooks in nine hours. While you're waiting for those dishes to cook, you can ask your friends for the ladders by clicking on Ask button and then sending individual requests to those friends that you think would be most likely to help you. Your rewards for completing this quest are 2 Stainless Wall Ovens, which are normally only available for 10 Cafe Cash.
Moving on from that quest, you'll start the second of these four new goals, called "A Perfect Pair." This quest asks you to serve quite a bit of food, but luckily, the particular dish doesn't take very long to prepare.

Serve Fish n Chips 45 times
Ask for 12 Lunchboxes
Ask for 12 Coolers


The item collection here is the same process as with the ladders in the first quest, and while you're waiting for your friends to send you those items, you can cook and serve the 45 Fish n Chips, which are ready after just two hours. Again, this is a quest that is nearly identical to that of that released back at the beginning of the month, so don't feel bad if you're suffering from a bit of deja vu. Your rewards for completing this mission are a Stainless Steel Cooker, and a Stainless Steel Countertop, more decorative items that will allow you to build a virtual kitchen in your equally virtual cafe.

The next quest is called Twice as Nice, and it is setup just like A Perfect Pair, asking you to cook a single dish in bulk while asking for 24 collectible items.

Serve Ginger Plum Pork Chops 35 times
Ask for 12 Bibs
Ask for 12 Serving Bowls


The Ginger Plum Pork Chops take a full day to cook, but remember, you can always speed this process up by using spices. You likely won't need to, however, as it will probably take you at least a day, or more, to collect the necessary items anyway. Finishing this quest rewards you with a Stainless Steel Counter, an actual functional item that acts as any other Counter in the game, allowing you to serve food on it.

Finally, after making it through these three new missions (technically six, if you count the missions that come before this), you'll need to run through another cooking and item collecting setup, but the prize here seems to definitely be worth it.

Serve King Crab Bisque 40 times
Ask for 12 Lunchboxes
Ask for 12 Coolers


King Crab Bisque is available to serve after one full day. Again, use spices if you'd rather not wait. Finishing this mission will reward you with two Lightning Stoves. Yes, that's correct - Lightning Stoves. If you don't consider this a worthwhile prize after this work, then I'm not quite sure what could make it better. The only problem will be in actually getting these quests to actually show up on your account in the first place, so that you can ask for these items (is a mission select screen really too much to ask Zynga?).

Let us know what you think of these new missions in the comments. Are two free Lightning Stoves enough of a prize to convince you to push through these quests, or is the item collection portion simply not worth the hassle? We'd love to know what you think.

 

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Brandy Shaul 28 Feb, 2011


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Source: http://blog.games.com/2011/02/28/cafe-world-renewed-renovations-goals-everything-you-need-to-kno/
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CityVille: Five things Zynga says it could have done better

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cityville on facebook zynga
After CityVille launched, it was only a matter of weeks before it surpassed FarmVille and reached its current height of 20 million daily players. Zynga Product Development VP Mark Skaggs says they managed to perform what he considers the "impossible" with FarmVille and then with CityVille almost two years later.

And even though Zynga's city building Facebook game is breaking all sorts of records in popularity, Skaggs admitted there were things they could have done better. And his laundry list, revealed in his talk at the 2011 Game Developer Conference in San Francisco, goes something like this:

Trains are only "kind of cool"

Yes, the trains in the game will bring you goods, but they don't really add that 'wow' factor.

Simpler interface for Franchises
"People just click on the buttons and don't really know what they mean," says Skaggs.

Expansions
It was too easy to buy expansions and people's cities grew too quickly.

Longer run way on the simulation
In normal-person speak, that means that power players shouldn't have been able to crank through the game as quickly as they did.

More surprises and easter eggs
What's more fun than discovering a hidden secret in the game? In FarmVille, it's great to discover that you can trap your farmer so you can get things done faster. In Pet Society, it's really fun the first time you get your pet to produce collectible poo.

Other challenges Skaggs said the CityVlle team faced when making the game was creating a story that was as engaging as the one in FrontierVille (you have to get a spouse, start a family) and injecting fun into the game.

This might be controversial, but I'd argue that CityVille -- despite its runaway success -- is still lacking on the fun factor. Maybe perhaps improvements to the five things listed above (my personal vote is for more surprises/Easter eggs) would bring a much needed sense of delight to the game that's present in FarmVille and FrontierVille but somehow still missing in this virtual city planner.

What do you think Zynga can improve about CityVille? Do you find the game fun to play? Sound off in the comments below. Add comment.

 

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Libe Goad 28 Feb, 2011


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Source: http://blog.games.com/2011/02/28/cityville-five-things-zynga-says-it-could-have-done-better/
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FrontierVille reverts to original visiting neighbor window

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Just last week, Zynga launched a new change in FrontierVille that added a "Visit" option to the menu that appears when you click on visiting neighbors on your Homestead. While this seemed like a good idea in theory, as it allowed you to quickly visit those neighbors who had helped you to return the favor, the problem lied in the "Visit" option's location, as it was placed at the top of the window, in the same spot that the "Accept Help" option formerly resided.

You can see where this is going - players were so used to clicking on neighbors and rapidly clicking on the first option available to accept help that they became frustrated when they were instead taken to that neighbors' homestead. At least, I know I became frustrated, and apparently I wasn't alone, as just as quickly and quietly as it launched, this change has been removed entirely. No longer will the "Visit" option appear first on the list; in fact, it's nowhere to be seen, taking us back to the basic menu we all know and apparently love.

It's possible that this option will return (make the most of its disappearance while you can), but somewhere underneath the Accept Help option, but even then it all seems rather moot. After all, how could you visit a neighbor's homestead after you have already accepted their help on your land (as they disappear afterwards)? At least this is one situation where Zynga seemed to learn that the phrase "if it isn't broken, don't fix it" sometimes really is all that needs to be said.

What do you think of Zynga's decision to remove the Visit option? Is it for the better? Should Zynga stop messing with this menu entirely, or do you think the Visit option should be in place? Let us know in the comments.

 

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Libe Goad 28 Feb, 2011


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Source: http://blog.games.com/2011/02/28/frontierville-reverts-to-original-visiting-neighbor-window/
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FarmVille English Countryside: A Sheep of every color; plus, meet Duke!

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With the upcoming release of the FarmVille English Countryside, more information keeps flowing from all directions, with two new updates coming to us from the official FarmVille English Countryside Facebook fan page. The first shows us a closer look at the upcoming Sheep Pen, and the many, many different patterns and color combinations of sheep we'll be able to create.

As we can see from the image above, we can see not only the plain, new colors of sheep (like a yellow and dark red sheep), but we can also view ones with polka dots, a camouflage pattern, a stripe down the belly, and even stars! There are little details known about how we'll actually go about creating sheep with these different patterns or in particular colors that we'd like, but we're getting more excited about this new feature by the second.

Next, it looks as though we've finally met the man that will take us to the English Countryside once it launches, as Zynga has introduced us to a man named Duke, a pilot that has come out in search of a new farmer for village that "has no farmer." Of course, we'll be able to take on the job at some point, and apparently, Duke will be the man to fly us to our second home.

With more details being released on what seems to be a daily basis, we can only imagine that the English Countryside expansion is nearly (finally) upon us. Make sure to keep checking back with us, as we'll bring you continued coverage of this game-changing event, and we'll make sure you're the first to know when we can finally make the journey overseas.

Which of these patterns / colors of sheep are the best? Will you try to create every single combination of sheep available, or will you stick with a specific color theme? Let us know in the comments.

 

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Brandy Shaul 28 Feb, 2011


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Fanged Fun walkthrough

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This walkthrough is for the game Fanged Fun.

Games for today:

1. Destroy the Castle — Kill the Castle with your cannon

2. Sugar Sugar — Draw ramps and lines to get the sugar to the cup

3. Deep Forest TD — Defend your forest path with tanks and soldiers

admin 01 Mar, 2011


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FarmVille: Stock up on Gold from Leprechaun's Cottage - Pot of Gold coming soon?

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For these past few days since the release of the Leprechaun's Cottage in FarmVille, we've known that we would be able to harvest Gold from the building (in anticipation of this year's Pot of Gold event), but we haven't actually been able to do so, until now that is.

Zynga has officially "flipped the switch," if you will, turning on the Gold formation from the Leprechaun's Cottage, so that now, when your tree is "ready" for the picking, you'll find Gold inside. You'll be able to celebrate this discovery by sharing some free Gold on your wall. Unfortunately, unlike with the Wishing Well, this isn't a case where you can force the Pot of Gold to spawn into your game by trying to use the Gold from your Gift Box - you'll actually have to hold onto all of your Gold pieces for just a while longer, until the real thing launches officially.

This does make us wonder - will the Pot of Gold be released sometime this week, or is Zynga just offering us a taste of the Gold to keep us waiting patiently for the Pot of Gold event to start? We'll be sure to give you all of the details about that event as it becomes available, so keep checking back.

How many Gold pieces have you already accumulated? Let us know what sorts of prizes you'd like in this year's collection event in the comments.

 

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Brandy Shaul 28 Feb, 2011


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Source: http://blog.games.com/2011/02/28/farmville-stock-up-on-gold-from-leprechauns-cottage-pot-of-g/
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PSP2 (NGP): nuove informazioni e indiscrezioni sul prezzo

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Nuove indiscrezioni sul prezzo di PSP2 (NGP) arrivano dal sito PSPGWeber, secondo cui una fonte interna a Sony avrebbe rivelato le seguenti informazioni:

  • Due diversi modelli in commercio: Standard e 3G
  • Il modello standard avrà un prezzo compreso tra i 250 e 280 dollari americani
  • Il modello 3G avrà un prezzo compreso tra i 320 e i 350 dollari americani
  • Il modello 3G avrà alcune applicazioni extra pre-installate e potrà godere di capacità di "Realtà Aumentata"

Se ciò si rivelasse vero, la grande paura di vedere NGP a un prezzo stellare sarebbe definitivamente scacciata: con la solita conversione 1$ = 1€ possiamo infatti immaginare che il prezzo europeo sarebbe di 350€, di certo non esagerato per un dispositivo dotato di un hardware così "prepotente".

Aspettiamo conferme o smentite: finora Sony si è limitata solo a dire che NPG "non costerà 600$".

PSP2 (NGP): nuove informazioni e indiscrezioni sul prezzo é stato pubblicato su gamesblog alle 01:37 di martedì 01 marzo 2011.


David 01 Mar, 2011


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Brink nuovamente filmato e fotografato

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Brink: galleria immagini

I ragazzi della casa di sviluppo inglese Splash Damage tornano ad occuparsi di Brink attraverso una video-intervista ricca di scene di gioco inedite ed una nuova serie di immagini comprensive di diversi bozzetti preparatori sulle ambientazioni e sullo stile super deformed dei personaggi.

A rendere ancor più intrigante il titolo non è solamente lo stile scelto per rappresentare il nostro eroe (customizzabile da cima a fondo), i suoi alleati ed i suoi nemici, ma la natura estremamente atipica del progetto nel suo insieme: Brink ci chiede infatti di guadagnare con la forza il diritto alla sopravvivenza su di una città galleggiante iper-tecnologica ed autosufficiente (l'Arca) scampata al diluvio universale che ha spazzato via la civiltà umana in conseguenza dei mutamenti climatici dovuti all'effetto serra.

Per riuscire nell'impresa, quindi, saremo chiamati ad elaborare strategie e a lavorare a stretto contatto con altri utenti in Rete divisi per bande e per "ruolo" all'interno dell'Arca (si potrà scegliere se impersonare i servizi di sicurezza della struttura o gli affamati predoni venuti dal mare per scampare a morte certa): per assecondare questa linea narrativa, gli sviluppatori hanno ben pensato di adottare uno stile di gioco dannatamente frenetico (con salti, scivolate, coperture ed attacchi corpo a corpo) ma al tempo stesso molto tattico (le missioni saranno incredibilmente varie e l'intelligenza artificiale dei nemici, stando agli sviluppatori, sarà la più raffinata di tutto il genere degli FPS).

L'appuntamento con Brink è per il 20 maggio su PC, Xbox 360 e PlayStation 3: noi, invece, vi aspettiamo dopo la pausa per la seconda parte della galleria immagini e per il filmato di cui sopra.

Brink: galleria immagini

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Brink: galleria immaginiBrink: galleria immaginiBrink: galleria immaginiBrink: galleria immagini

Brink nuovamente filmato e fotografato é stato pubblicato su gamesblog alle 01:14 di martedì 01 marzo 2011.


Michele 01 Mar, 2011


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Impressions / Brink

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Brink is not your average shooter. In a genre criticized for cookie-cutter combat, Rambo'd out characters and clichéd storylines, Splash Damage wants Brink to stand apart. And as crowded as the FPS market is, the developer needs it to stand apart.

That much I knew before getting my chance to test out Brink during a media-only event a few weeks ago. After only spending about 40 minutes with the game, it became clear that Splash Damage isn't just trying to make Brink stand out; it's aiming to rewrite the entire playbook of FPS design.

Lead writer Edward Stern sat down with me to provide context for the changes I was about to see.

"We come from classic, hardcore FPS shooters. Which is great, but they are punishingly hard to get into if you're not already up to speed. Our goal has been to make it as accessible as possible — people who don't think of themselves as FPS gamers or maybe even gamers with a capital ‘g’ – but without sacrificing any of the gameplay."

The other re-defining element for Brink is the merge of single, co-op and multiplayer into one, story-driven campaign. Stern explains: "Another big problem we were trying to solve…you play a single-player version of a game and you're good at it. You've beaten the game! Then you step into multiplayer and you get murdered. The whole point of this is to make the experience seamless –drop in and drop out. It's all the same game. It's not like you get good at one version of the game and that doesn't prepare you for the other. It's deliberate."

Those without an Internet connection can play the entire campaign against AI bots. Those connected, can see when their friends are online and join in. Splash Damage says it can swap players in one ticket of gameplay; no quitting or restarting needed.  During any given time you could be playing solo against AI, and then all of a sudden be playing co-op or multiplayer against human players. Brink spent considerable time developing AI bots to perform similar to human players. It's too early to say how good of a job they've done, but it was hard to tell the difference between human and AI during my time with the game.

Following our chat, I began by progressing through the initial story.  Brink's storyline weaves a complex presentation of conflict that moves away from the classic good vs. evil. It's here where the first convention defying aspect of Brink can be seen. Brink takes place on "The Ark," a futuristic, floating city originally conceived as to develop self-sufficient, sustainable habitats. However, the rise of the Earth's oceans has caused the population to explode from 5,000 to 50,000, draining all resources and putting the entire city on the "brink" (get it?) of all-out civil war.

Players choose between two sides: Security or Resistance. The Security is made up of The Ark's original founders who appear to be hoarding more resources than they need. The Resistance includes a band of refugees looking for their fair share. Each group equally believes in what they're fighting for: Security seeks to maintain order and keep the city from crumbling, while the resistance sees Security as the oppressors. It's up to you to choose your alliance and see how it all shakes out.

Once you select a side, it's time to design your character, and there's no shortage of options. Brink characters are a distinct blend of cartoony mutants, and there are several different levels of customization.  Archetypes control the general theme of your character. The versions presented during the event included The Geezer, The Nose, The Chin, The Sensei and The Smooth. Hair, facial features, head gear and clothing can be altered. Body size, tattoos and voice type with varying accents are also customizable. Stern calls Brink's character selection an "MMORPG depth of player customization," and it's easy to see why.

Players select from four fighter classes:

  • Soldiers: Specialize in combat and general warfare; complete destruction objectives using explosive charges
  • Operatives: Hack enemy defenses and provide general intel
  • Engineers: Complete construction objectives; repair and improve team's weapons
  • Medics: Protect the health of teammates and dispatch health during combat

Brink is a pure tactical, objective-based shooter, and it can be played in three ways.  "Containment" follows the full story of the war and The Ark. "Free Play" allows for Containment missions to be played in any order with customized settings. "Challenges" include missions that help bolster skills in different scenarios. XP is earned for completing objectives or assisting teammates which will raise your level and unlock new abilities and gear. New weapons and attachments are granted once players complete various challenges.

Objectives can be toggled and selected via the Objective Wheel, a HUD that's activated by tapping up on the D-pad. The most important objective is always at the top of the wheel, but several sub-objectives can be explored, as well.

I played as both team Resistance and Security as a Medic and Engineer. Most time was spent on Container City, a Favela-like encampment of rusty shipping containers that Ark refugees now call home.

Brink gameplay is extremely fast. The real speed comes from its S.M.A.R.T (Smooth Movement Across Random Terrain) feature. This allows players to scale virtually any obstacle. Vaulting over or sliding under anything in your path, all at the touch of a button. This drastically widens each map, but can leave you vulnerable if you execute a move at the wrong time.

Playing as a Medic on an "Escort" objective, you're tasked with doling out health packets as your team moves forward to breach a supposed bio-weapons lab.  Although extremely important to the overall group's survival, this class puts you in the back seat to the real action. Those accustomed to the run and gun of Team Deathmatch will have a hard time with Brink's Medic and Engineer classes, but it should help wet the feet of those new to the genre.

Following rapidly changing objectives, set within the frenzy of multiplayer FPS, also takes some getting used to. The objective wheel at times was hard to process, but it's more a nature of the environment than any design flaw.

It was also difficult to appreciate how the narrative blended with multiplayer environments in the limited time allowed with the game. However, one thing was certain: less than an hour with Brink left me wanting more.

The revolution begins on May 17 (U.S.) and May 20 (Europe) on PC, Xbox 360 and PS3.

Bryan Pope 28 Feb, 2011


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Source: http://www.thatvideogameblog.com/2011/02/28/impressions-brink/
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Zynga avoided a FarmVille disaster by ... making more games?

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FarmVille
Don't worry, it sounds weird to us too. Seasoned game designer and editor of The Game Prodigy Brice Morrison put Zynga and FarmVille under the scope recently in what we'd normally call a postmortem, but nothing really died. In fact, Morrison spends his words analyzing how the company avoided just that, and we'd say he's right on the money.

As you all likely know, FarmVille reached a peak of over 80 million monthly players in early 2010, just six months after its launch. It shocked, awed and infuriated industry folks everywhere, mostly because they were on the outside looking in. However, the game quickly lost steam (and fell victim to several crippling changes to the Facebook viral channels) and it hemorrhaged players to around where it has been for several months: around 50 million monthly players. But what stopped it from going down the tubes entirely?

Well first, Zynga introduced several new features and gameplay mechanics to the game that catered to its hardcore (did I just say that?) audience, according to Morrison. All the while, it tweaked and optimized what was wrong with the game to appease the dedicated masses. The game has since built complexity upon complexity to make the farmers happy with new things to do, but this couldn't be kept up for long. Zynga fans grew bored, so the company did something strange.

CityVille farm
It made more games. According to Morrison, the releases of FrontierVille and CityVille did more to keep FarmVille alive than many know. By introducing new gameplay hooks in new environments with similar features like farming, Zynga could train its farmers in new approaches to its games. Better yet, the company could rope its players back into FarmVille through cross promotions (you know what I'm talking about). Zynga even did this with older games like Mafia Wars. Somehow, focusing attention elsewhere did wonders to keep FarmVille pressing on.

You see, while CityVille is on top now and FrontierVille might be a more robust game all-around, FarmVille has always been the crux of Zynga's lineup. In fact, Morrison argues that every Zynga release to date since has been with the livelihood of its baby in mind. Why do you think both games have farming in them? Because I'm willing to bet that the majority of players of both games got their start on the farm. Morrison points out that FarmVille still has one of the highest percentages of daily players, 30 percent of monthly farmers play daily--of any social game.

And what do you know, the FarmVille renaissance is nigh with the English Countryside. When you've added all the complexity you can to the current game, what do you do? You chop it all off at the top and grow all over again. MMOs like World of WarCraft have done it multiple times, and each time its player base has multiplied. It's interesting how one genre is learning from the other to stay alive, but how long until there's nothing left to learn?

What do you think of Morrison's analysis of FarmVille? Do you agree that this expansion will keep FarmVille alive, and even increase its numbers again? Speak up in the comments. Add Comment.

 

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Joe Osborne 28 Feb, 2011


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Source: http://blog.games.com/2011/02/28/zynga-avoid-farmville-disaster/
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Batman: Arkham City - nuove immagini

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Batman: Arkham City - galleria immagini

L'apparizione fugace (e l'altrettanto veloce scomparsa) del primo video di Batman: Arkham City ha spinto gli sviluppatori degli studi inglesi Rocksteady a rifocillare di immagini di gioco e di artwork inediti la vasta schiera di appassionati che ne attende con ansia la commercializzazione.

Privato, come ben saprà chi ci segue da diverso tempo, della sua modalità in Rete sia competitiva che cooperativa, Arkham City verterà quindi tutto attorno alla campagna singleplayer che, situata cronologicamente a un anno circa di distanza dalle vicende conclusive della precedente iterazione della saga, vedrà l'uomo pipistrello alle prese con gli efferati criminali che appestano l'immenso quartiere (a sentire gli sviluppatori, sarà cinque volte più grande dell'area di gioco dell'episodio passato) voluto e costruito da Quincy Sharp, l'ex direttore del manicomio criminale di Arkham.

Nel lasciarvi al restante materiale multimediale odierno, vi ricordiamo che Batman: Arkham City vedrà la luce dei negozi nella triplice versione per PC, PlayStation 3 ed Xbox 360 per questo autunno.

Batman: Arkham City - galleria immagini

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Batman: Arkham City - nuove immagini é stato pubblicato su gamesblog alle 00:33 di martedì 01 marzo 2011.


Michele 28 Feb, 2011


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Source: http://www.gamesblog.it/post/23752/batman-arkham-city-nuove-immagini-4
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