Archive - 2011

OnLive Gaming System Demo (E3)

OnLive is the pioneer of instant cloud gaming, delivering real-time interactive experiences and rich media through the Internet.  With groundbreaking video compression technology, OnLive harnesses cloud computing to provide the power and intelligence needed to instantly deliver the latest, premium game titles to any HDTV via the OnLive Game System or nearly any PC and Mac via a small browser download. The OnLive Viewer app is available for the iPad and full gameplay is coming to both iPad and Android tablets. OnLive is currently available in North America, and has launched in the UK and  will be expanding into Europe later this year.  More than 100 games are available today, over 60 are available as part of the Playpack Subscription bundle for $9.99 a month.  All OnLive games played using the OnLive Player App will play seamlessly across all OnLive-compatible devices, including iPad, iPhone, Android, on HDTV via the OnLive Game System, on connected HDTV and Blu-ray/media players and on PC and Mac.  Full voice chat-enabled multiplayer is supported, both in-room and with others throughout the world, providing a complete multiplayer experience whether at home or on the go with a mobile device.  Core patent-pending exclusive OnLive cloud gaming features such as massive spectating of live gameplay throughout the world, instant no-obsolescence gameplay, Facebook integration with Brag Clip videos, etc., will work seamlessly on both tablets and HDTVs and will continue to distinguish OnLive from consoles, both in 2011 and beyond.  The Intel Atom Processor cE4100 provides the processing power for the system and allows the OnLive Game Service to be experienced on HDTVs and soon will support 3D games.

“The power of the cloud is definitely the theme this week, displacing what had been assumed to be platforms that could never be displaced,” said Steve Perlman, Founder and CEO of OnLive. “The OnLive Player App for iPad and Android shows how with the power of the cloud, the question is not whether cloud gaming will be able to catch up to consoles, it will be whether consoles will be able to catch up to cloud gaming.”

OnLive is also unveiling as part of this experience the first 10 gigabit cloud-based full-featured browser for iPad, Android and HDTV; bringing the full richness of the Web loading from ultra-fast 10 gigabit/second Web connections to OnLive’s cloud-based servers, including support for full-featured Flash and video sites. Mobile and home devices will no longer be limited to the speed of their local connection for Web browsing or Web plug-in compatibility, opening up access to Flash games and social gaming for tablets and HDTVs.

Here’s a presentation from CEO Steve Perlman on the OnLive capabilities.

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E3 Impressions:

This was one of the first companies I talked to at E3 and it all started in the press hospitality room.  OnLive had a small booth set up in there to give the media a chance to check out the system in a far quieter environment than the conference hall floor.  It was nice to get a little hands on with it before the meeting so I took the opportunity to put the system through it’s paces.  I chose Borderlands GOTY edition to try out first since I had just recently been playing it on the Xbox 360.  There was no noticeable lag or latency issues or at least no more than would happen when playing multiplayer on the XBox 360.  Considering the game was actually being played on a server in Santa Clara and each of my moves on the controller were sent there performed in the game, then the information sent back and it all reacted in about the same time frame as a system in the room with you I was immediately impressed and at first a bit leery.  How could that be possible?  Also how could this game be running so well through a little box slightly larger than a deck of cards?  So I headed out, stood in the sea of people waiting to get into the main halls and had a nice sweat going as I went toward the OnLive booth to get a much more in-depth look.  After being among all the other folks I was a bit overheated and they were nice enough to head me straight upstairs where it was cooler and I could talk to Bruce Grove, Director of Strategic Relations.  Bruce had been a computer builder before he joined them, building huge high end gaming systems.  When they showed him they could do with the little OnLive box the same thing the high end computers were built for he thought his head would explode and he was quick to join up.

“Since we launched the real focus has really been adding titles , really getting the service off the ground and bringing it to more and more users.  We launched something no one has ever been able to do before which is the PlayPack bundle, so all of a sudden you have a Netflix type approach for games.  The great thing about this model system is we can disrupt all the traditional delivery and pricing mechanism and experiment and bring new ideas to people.”

“What we are doing now is expanding the play anywhere theme.  We have the micro console, the PC, the Mac.  We actually have a fully working IPad client.  We’re bringing it to IPad, android devices, we took investment from HTC who are launching a variety of tablet devices through various carriers.  It’s the same service, the same games, the same product and you come into the service exactly the same as you did from the TV or your PC or your MAC, it’s really a play anywhere.”

“The game controller we have today will work with tablets or work with TVs or work with blu-ray players and now I have a gaming device and now I am on the road with my tablet having the same gaming experience and carrying on where I left off earlier.”

“We’ve also been working with a lot of chip vendors so the idea there is to get ourselves into more and more devices. blu ray players, TVs, what we’ll do is have a universal control that will just talk to those devices, you don’t need a game console, your blu ray player or your TV just became the console, and it’s OnLive and again it’s the same service wherever you go.  We are seeding ourselves into as many places as possible, we want to be platform agnostic, we want to be on everything, we want to play everywhere.”

“When you go onto OnLive online you are on line with everyone else, one big social network, we want to create a world wide gaming environment and based on different countries they will have different preference and you will be able to see them so you can imagine we go to Europe, we go to Asia and you will see things you have never seen before.”

“It’s just getting bigger and bigger, it’s snowballing, really exciting times for us.”

“Voice over IP everyone said you can’t do that. streaming videos, everyone said you can’t do that, I remember all the press around Netflix and how Netflix wasn’t going to make a successful business out of streaming videos, how many times do we say these kinds of things?  OnLive comes along and they say you can’t do that and we say we are doing it, look at that! ”

“Everyone will come up with a reason why you can’t do it and we just keep pushing forward and saying we can and we are just going to keep pushing and pushing.”

“New cell phones are starting to have hdmi wireless built into them so you will be able to have OnLive come through to your cell phone then onto your TV.  Tablets are starting to have hdmi out so your tablet can be the device.  The game’s up in the cloud and we will just deliver it wherever we can.”

“We’ve had to look at every single piece in the chain, we have had to look at the controller, we’ve looked at the protocols, we’ve looked at how we code and decode, we built our own codec from the ground up, everything about the network from beginning until end had to be thought about. How do we do graphics processing?  Everything.  So what we have been able to do is not just have one magic piece that breaks through but it’s lots and lots of interactive pieces that really all come together and have just completely rethought how you shape latency.  So as a result you can put us on a good, decent network, you can put us side by side with console and we’re comparable.  And that’s where we want to be, we want to be in a place where somebody tries it and they stop caring about the devices and they care about the games and the content and what OnLive is.  We want people to look at the service and go ‘That’s the service I want’.”

“As we increase the multiplayer content you can find what your friends are playing and jump into the game or into what they’re doing and it really helps your interactiveness with other player’s in the network because everyone’s there.”

“We want to get away from this how did you do it and get to I don’t care, I want to play games.  At the end of the day that’s all it is, we all just want to play games.”

Last Call:

If you ask anyone around me, I rave about this company.  In all honesty I think it will be the Netflix of gaming, it already has a very solid base and it is moving across devices with amazing speed.  If you need the box to play it the box is small and perfect for traveling.  The game base for their subscription set up is great already and always growing and at $9.99 is really, really affordable and you don’t have to wait for it to arrive in the mail.  You can rent titles and if you like them purchase them and have them available on the system at any time.  They are teaming up with Disney, SquareEnix, THQ and many other game developers to have games on their system release at the same time as stores.  I love that I could start a game on my TV, play it on the car ride somewhere on my phone or iPad and then on my laptop when I get there.  Or if I get bored playing one game I have over 100 other titles to choose from.  Interacting with the representatives of the company they had an excitement that was contagious and I think for good reason since I truly believe I was witnessing the future of gaming.

 

 

 

F1 2011 Developer Diary #1

Codemasters Birmingham studio has released the first developer diary for F1 2011, which is due out on September 23, 2011.

The first developer diary features work-in-progress gameplay footage from the game as key talent in the development team explain how F1 2011 will be “a far more complete package this time around.”  Stephen Hood, Chief Games Designer says, “This is the next step for us and we keep pushing forward.  Some people think it’s just about updating the teams and drivers and you just ship the next game out.  It’s nothing like that at all.  There’s a stack of new stuff in there.”

GamingShogun Podcast 1

Here it is, the second first ever GamingShogun.com podcast! Each weekend we plan to give you a  brief rundown of the week’s geek and videogame news as well as a healthy dose of geek-chat. So, enjoy, and please let us know if you have any suggestions in the comments below!

 

PodCast Uber-Player

[podcast]http://GamingShogun.com/GS-podcast-1.mp3[/podcast]

Runtime: About a half hour.

Le Tour de France Official Site Launched

Would-be cycling managers take note – Focus Home Interactive has launched the official website for their upcoming Le Tour de France on the Xbox 360 and PlayStation 3 platforms. Additionally, Focus Home Interactive sent out a reminder that the game will be released on July 1.

Official Site

Screenshots

Wasteland Angel Teaser Trailer + Screenshots

Meridian4 has released the first teaser trailer and screenshots from their upcoming post-apocalyptic actioner, Wasteland Angel. The game is due out this Summer on the Windows PC platform.

Screenshots

Battlefield Heroes Extraordinary Heroes Trailer


Electronic Arts has released a new “Extraordinary Heroes” trailer celebrating the Summer of Heroes campaign for online shooter, Battlefield Heroes. The Summer of Heroes will see bonuses for veteran players as well as new character packs and bonuses for new players to the game.

Anarchy Online Turns 10

Funcom has announced that sci-fi MMO, Anarchy Online, will turn 10 years old on June 27, 2011. The developer has announced that they will be celebrating this milestone with special raids, new in-game vehicles, and even an in-game developer party/concert.

When Anarchy Online launched ten years ago nobody would have predicted where it would go, and that we would even see this day are all thanks to the dedication of our players and our community”, says Colin Cragg, Game Director on Anarchy Online. “I have so many fond memories from the years with Anarchy Online, and there are so many people to thank. The span of time and the way our world has touched the lives of so many is something we will always cherish. The fact that the kids of couples who met in AO are now playing our game says it all. I feel incredibly grateful to have been a part of Anarchy Online, and can’t wait to see what the future holds in store for us all.”

 

Combat Wings: The Great Battles of World War II Demo (E3)

Combat Wings: The Great Battles of World War II gives you the opportunity to pilot the most famous combat planes of the World War II.  It will be up to you to tip the scales of victory in favor of the Allies. Experience aerial combat through the eyes of four pilots, fighting on four main fronts of the war.  Take part in the Battle of Britain, help the Allies win the African campaign, defend Russia from the Third Reich’s powerful army and face fearless Japanese pilots over the Pacific.

GAMEPLAY

Piloting a wide range of aircraft, players engage in aerial dog fights and dangerous fighter missions across the major theaters of war during WW2. Featuring realistic WW2 aircraft and an unprecedented multiplayer experience, Combat Wings introduces cutting-edge multiplayer features allowing players to challenge each other in different multiplayer modes including Deathmatch, Team Deathmatch, Racing, Team Racing, Bomb-Target Hunting, Mission Survival and Fleet Escorting.

FEATURES:

• Pilot the greatest aircraft ever made
• Triple A: Aerial Arcade Authenticity
– explosive arcade action alongside advanced physics and painstaking recreation of actual events
and aircraft to create an experience that’s easily accessible but hard to master
– All aircraft are based on authentic designs
• Free Flight mode that enables players to choose a plane and roam over faithfully created environments
• 20 different planes, fighting on all fronts of the war

E3 Impressions:

This meeting got off to a bit of a late start causing this presentation to be reduced as well as other City Interactive presentation paired with it, Sniper: Ghost Warrior 2.  As a result there wasn’t a lot of Q & A but was really just showing us a truncated demonstration of the game.  That doesn’t mean what we saw wasn’t impressive.

The game is set back in the 1940s when air to air combat was a lot less neat.  Missiles weren’t just fired from miles away, there was a good chance you would see the face of your foe as it plummeted through the clouds or exploded in mid-air.  The aircraft for this game were extremely well-rendered and historically accurate (I am an airshow junkie, what can I say?) and the terrain for the most part was very well created even if there were some terrain disappearing and re-appearing issues still and the clipping on the edge of the aircrafts, particularly the one you are piloting, needed a bit of work.  Normally I wouldn’t be quite so critical of a work in progress demonstration but their target release date is September 13th, which means the game should be pretty well polished up and just requiring some fine tuning.  Some parts of the game are definitely ready to go, the damage system to the planes was very well done as is the crashing renders.  Shots to the wings cause debris to fly off and the wings to catch fire.  A lot of effort and time was put into making the damage system as accurate as possible right down to how the crash would look as a result of the damage and how each attacks signature damage would effect the outcome of the enemy.  If you shred his tail the enemy will go down differently than if you sheer a wing off.  These are the elements that will pull a player in, hold their suspension of disbelief and make them start leaning back and forth in their chair as they pilot.  Their Ace Mode for new or younger pilots also makes the flying a lot easier so that a wider audience can enjoy the game without getting to frustrated.

The missions will take place at Iowa Jima, Midway, Africa, Russia, The Battle of Britain and the Pacific and there will be 30 missions (each running about 15 minutes to keep them short), 4 campaign settings and up to 60 planes.  Owners of the Wii should know that it will have only about have the planes available but plans to utilize the nun chuck as a yoke.  That is almost worth the price of the game right there, a nun chuck yoke sounds like fun!  As for multiplayer, the most asked question of the company as far as I have seen, at the meeting they could only smile and shrug, guess we will have to see if that is ready when it launches.

The Last Call:

It is nice to see a development team who wants to remind us of the gritty closeup nastiness of dog fighting in the past.  Today battles are so sterile in the air, with missiles fired from miles away, that it is easy to forget during the last Great War great battles were fought face to face in the skies and pilots often had to face the humanity of their kills as they jigged their planes to avoid their enemy’s ball of flame.  City Interactive is doing their best to remind us.

Sniper: Ghost Warrior 2 Demo (E3)

Hot of the heels of the news of Sniper: Ghost Warrior going gold here is some information and impressions of Sniper: Ghost Warrior 2 from E3.  Powered by the CryENGINE 3 engine, the missions of Sniper: Ghost Warrior 2 are graphically stunning and more challenging as you once again step into the ghillie suit of a special ops sniper to take down the enemy.

FEATURES

Diverse Gameplay

• Sniper: Ghost Warrior 2 takes all the precise controls and skill of sniping and mixes it with stealth and silent elimination play, action scenes, a co-operative move playbook
• Night vision and thermo vision goggles to use in limited visibility situations
• Vehicle sections are a new addition to the Sniper series
• Multiple and varied locations including urban, jungle, mountain and tundra environments

THE Authentic, Modern Sniper Experience

• Realistic ballistics take into account the player’s location, wind speed and direction, breathing rate and distance from the target
• Snipers do not fight alone in the real world and nor do they in Sniper 2. Working with your spotter is key
• All environments are based on real-world locations
• An array of faithfully recreated weapons are at your disposal, including six sniper rifles, three assault rifles, heavy machine guns, and more

More Skill, More Rewards

• Silent kills allow for quiet enemy elimination and successful execution sees the player rewarded with a brutal kill animation
• Bullet cam shows particularly successful hits
• Limb dismemberment from large calibre guns and explosions

Innovation & Technology

• Sniper: Ghost Warrior 2 is built on CryEngine3, the most advanced multi-platform development tool for current-generation consoles and for PC
• New equipment for stealth gameplay
• Distinct co-op mode built especially for two players
• Multiplayer modes designed especially for sniper duels.
• Epic story crafted by acclaimed writers

E3 Impressions:

This demo was grouped together with another City Interactive title ‘Combat Wings:The Great Battles Of World War II’ which unfortunately got off to a fairly late start that had some journalists in the room looking at their watches worried about their next appointments and ending the demonstration of this game pretty early to get the next group in on time.  So as a result the cinematics and mission briefing information was skipped to just show some actual in game play which was still very impressive.  Beautifully rendered graphics made for rich environments which will include jungle, urban, arctic, just to name a few.  For the demo they chose the jungles of Malaise which showed off the rendering far more than arctic may have with all the leaves and vines and old buildings but the engine will get a workout in the arctic when it comes to visibility no doubt.  Wind, distance, and bullet drop all effect your shot and as in real life sniping if you miss the first time you may not get a second shot.  Having played it many times our demonstrator was able to speed us through kills, hitting on the first shot despite all these conditions and give us beautiful bullet cam cinematics.  Since each cinematic is exactly rendered and tailored to your shot the strength of the CryEngine3 did not take long to show off.  I was loving every minute of the demonstration and truly wished it hadn’t had to be cut short.  Knife kill is new in this game so if you need to get closer to your next target without drawing attention you can stick them where it hurts and drop them silently.  You had better be careful on your approach though, the AI has been dramatically improved and though you no longer have to worry about the enemy immediately knowing where you are you do have to worry about how they react if they do catch you.  Also there are opportunities to ride around in vehicles, which though new to the series, isn’t very new to first person shooting and is kind of surprising it wasn’t in the first game (though as guess as the title implies it concentrated on the sniping).

Personally one of the most exciting aspects of the game to me and one I wish would get implemented into more games was the ability to switch out scopes on the fly.  That’s right, you can pick from your stash of scopes and unscrew one and put another on so that you can use a different scope for each kill or conditions.  This weapon versatility seems like a simple addition, but in the world of first person shooters this is a very exciting addition.  I am looking forward to playing this game for that reason alone, though play times is expected to run about 10 hours.  Multiplayer modes specially designed for sniper versus sniper fights will keep the gameplay fresh past the campaign.  They even put in Objective respawn to help stop campers.

Last Call:

The team really seem to take into consideration the complaints and issues of the first game and not only made a graphically amazing sequel but fixed the issues that plagued players in the first place.  Add to that the ability to switch out scopes at a moment’s notice and I can see this being a VERY successful sequel worthy of the game’s name.