Akella has updated their official Disciples III: Resurrection Facebook page with additional screenshots and info concerning the various leaders you will encounter and control in the upcoming title. Disciples III: Resurrection is due out later this year on the Windows PC platform.
Author - Jerry Paxton
We were very excited when we first got word that Konami would be making a special, “first annual”, Pre-E3 show. Usually, when something like this occurs, you can pretty much expect some awesome announcements. Konami then followed up their save the date with an official invite which led us to the Sony Pictures Studio in Culver City, CA. The event was to take place in the studio’s new commissary and, upon arriving, we were greeted by various PR folks and got a chance to sample the open bar menu.
Proceeding into the commissary room blocked off for the event, Konami had several kiosks running various upcoming titles. We were very excited to get our hands on a kiosk running Silent Hill: Downpour or perhaps even an early build of one of the upcoming remastered packs. Unfortunately, those were not there. Instead, we had games like Burgertime and SkullGirls which, while fine games in their own rights, just lacked a certain pizazz one would expect from a “first annual Pre-E3 show”.
After some wrangling about to hook up to the event’s network connection, we were told the press briefing would begin at 5pm so we gathered around one of the tables next to the podium and waited. At about 5pm, Jay from Konami PR took the helm at the podium and said a few words. Then he began a presentation on multiple monitors around the area. We were, in fact, seeing a pre-recorded press briefing. The press briefing itself was a mixed bag.
On one hand, we were treated to interesting tidbits on Pro Evolution Soccer 2012, the upcoming Silent Hill title, and even a look at their upcoming NeverDead in which the player controls an immortal character able to lose limbs and continue on fighting until they can re-attach them. We also learned about the upcoming re-mastered collections of the Silent Hill games, Metal Gear Solid titles, and even the Zone of Enders games.
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On the other hand, there was no big reveal or killer-app announcement to be found at all. There was an especially lengthy, pre-recorded segment featuring Hideo Kojima talking about his “gaming lifestyle” ideal where gamers can take games from one platform to another at will – “Transfarring” he coined it. Even his announcing a new game engine for future titles that he could not talk about seemed over-shadowed by the lack of a killer-app game for the show. Everyone in the room was just waiting for Kojima to crack and give us some insight into the next Metal Gear title or even his brand-new IP, but it never came. Kojima re-iterated that he would not be making an appearance at this E3 and would be returning next year with more information.
Even a cool looking teaser bit for a new Contra game was not enough to save this event for us.
While we are ever-so appreciative of the folks handling the event for sending us an invite and setting everything up, I can’t help but wonder why Konami did not wait just one more year to get the big scoop on the new Castlevania and Metal Gear titles. It seems like perhaps they were going to have something revealed but maybe at the last minute pulled it? I can’t say for certain on that point.
The fact that they made such a big deal about the Pre-E3 show seemed to be self-defeating by its very nature. For the to go through all the trouble to put the event on, one would think they were prepping us for some big reveal – was just not the case this time.
Do I think they should do this event again next year? Absolutely! Especially if they have the big announcements expected.
Other Ocean Interactive has announced that they are bringing The War of the Worlds to the Xbox LIVE Arcade and PlayStation Network this summer. The game puts players into the shoes of a human survivor trying to escape the chaos of the alien invasion in 1950’s London.
“As a developer, we are extremely fortunate to have access to this beloved franchise,” said Mike Mika, Head of Development with Other Ocean Interactive. “The team and I are huge fans of the original rotoscoped cinematic platformers of early PC gaming. This is a dream project for everyone on the team. Having the ability to approach the game in a completely retro way and pay homage to one of our favorite periods in gaming is more than we could ask for.”
We just finished up at the Konami Pre-e3 2011 show at the Sony Pictures Studios in Culver City and, while there was no real earth-shattering announcements, one very interesting thing to hear was that Kojima is developing his ver own game engine. The FOX Engine is under development at Kojima Productions and will be utilized first in Kojima’s still unannounced title.
The engine will be multi-platform, feature “transafrring” support right out of the box, and will also include a full suite of dev tools for when they decide to farm it out to other developers.
We should hear more on this engine, and Kojima’s next project, at the very latest by next E3. So, stay-tuned!
Screenshots of Game Engine in Action
Here are some photos from the ongoing Konami Pre-E3 2011 show in Culver City, CA. The full presentation is set to begin at 5pm, so be sure to checkout our live blog of the event.
Images
Jagex Games has released the first details of their upcoming Transformers Universe, an MMO based on the popular “robots from space” IP we loved as children. The first details about the game will be unveiled at Transformers “BotCon” convention being held in Pasadena from June 3rd through 5th. Additionally, attendees of the convention will be able to see behind-the-scenes footage of the game being developed as well as design their own custom Transformer on the side of the Decepticons or Autobots.
Mark Blecher, Senior Vice President and General Manager of Digital Gaming and Media at Hasbro, commented: “The unveiling of some of the first details of TRANSFORMERS UNIVERSE from Jagex at BotCon, where Hasbro celebrates all elements of our hugely popular TRANSFORMERS brand, is an extremely exciting prospect for both Hasbro and the dedicated fanbase attending. We are delighted to welcome Jagex to the show and are sure that what the fans will able to see, participate in and take away from their experience at the Jagex booth will make them as excited about the upcoming MMO as we at Hasbro are.”
Just when you thought it was safe to play a video game, Majesco has announced that they are developing a new game based on everyone’s favorite shark, “Jaws”, for the Nintnedo 3DS and Wii platforms. JAWS: Ultimate Predator is due out this fall.
“The Jaws movie defined a generation and forever changed our perception of sharks,” said Jesse Sutton, CEO, Majesco Entertainment. “Sinking your teeth in as the ultimate predator is a strong and compelling concept underlined by the performance of our best-selling Jaws console games years ago. Never before released for Nintendo platforms, JAWS: Ultimate Predator lets a new generation experience that same visceral underwater thrill.”
About the Games
JAWS: Ultimate Predator on the Nintendo 3DS™ system puts you in control of the hulking terror of the seas like never before, letting you experience the action through the eyes of the beast in startling 3D. Developed by n-Space and produced by Microprose, the Nintendo 3DS™ version of JAWS: Ultimate Predator lets you defeat an army of shark hunters and rule the ocean by unleashing deadly attack combinations such as Feeding Frenzy and Corkscrew Shred while using the Touch Screen to bite, ram and dodge enemies.
JAWS: Ultimate Predator for Wii™ transforms you into the fierce creature, protecting its underwater domain from human interlopers while hunting and killing prey with 20 different advanced attack combos. Fill up the Rage Meter and confront deadly bosses including the Tiger Shark, Killer Whale and Sea Serpent that match JAWS in strength and size. Explore real life environments and lush underwater settings from Hawaii to the Great Barrier Reef, plus the infamous locale where it all started, Amity Island. In addition, discover hidden collectibles and upgrade special abilities to unleash critical damage with maximum power and speed!
Frogwares has released their new gameplay trailer for the recently-launched World of Battles: Morningstar, a free-to-play online RTS featuring a variety of fantasy-inspired characters and creatures.
DCS has announced the release of Patch 1.1.0.8 for their highly-realistic combat flight simulation, DCS A-10C: Warthog. The patch weighs in at over one gigabyte and can be reached over at their official website.
FEATURES
Audio
- Added new surround sound system. Working in any Windows supported configurations, from 2 up to 8 channels: 2.1, quadraphonic, 5.0, 5.1, 7.1, etc.
User Interface
- Added the Briefing panel in the flight – [LALT-B]
- Added the Debriefing panel in the flight – [RSHIFT – ‘]
- Aerial refueling now tracked in log book.
- AIM-9 loadout listed twice corrected.
- Option to turn random systems failures on or off.
- Pre-set HDR options of Off, Normal, Hard, and Soft added.
Units
- New E-2D “Hawkeye” AWACS.
- Corrected L-39 landing/taxi lights.
- Fixed CH-53E textures.
- UAZ LOD model fixed.
- Su-33 floating on carrier deck fixed.
- Low-level of detail (LOD) distance adjusted.
World Environment
- Detailed terrain texture distance extended.
- Building shadows corrected.
Effects
- New dynamically self-shadowing cockpit with option to turn off and on in Options screen.
- Improved cloud density.
- HDR overcast blur adjusted to be less noticeable.
- HUD preventing shadows in field of view fixed.
- Lightning color fixed.
- Fixed glowing dust clouds behind ground units.
- Fixed blue flare.
- Fixed disappearing cloud shadows.
- KC-135 navigation light bloom adjusted.
- Improved distant terrain noise texture.
- Internal canopy glare added.
- Improved distant terrain noise texture.
Artificial Intelligence
- Reduced delay in JTAC messages.
- JTAC Abort messaging adjusted.
- JTAC releasing player before all targets destroyed fixed.
- Predator taxi problems corrected.
- Wingmen Engagement logic improved when threats are in target area. Better self-preservation.
- Corrected remaining gun ammo report to JTAC.
- JTAC “use cannon” message fixed.
- After refueling other aircraft, tankers will no longer fly into oblivion.
- Wingmen now better engage targets around player SPI when give “Engage With…” command.
- Wingmen no longer detect and reports RWR spikes well before the player’s RWR detects any emitters.
Weapons
- Corrected inaccurate AGM-154 JSOW.
Track Replay
- Improved track replay accuracy.
Multiplayer
- Multiplayer performance degradation due to an anomaly large SADL message traffic was fixed.
- Muliplayer users spawning at same location fixed.
- Multiplayer timeout / server timeout fixed.
- AI planes will stop taxiing when more than 1 player is on server.
- Client aerial refueling corrected.
- Air-to-Air TACAN working correctly.
- Laser Spot Search and buddy lasing working.
Avionics / Cockpit
- Fixed – M274 rockets on LAU68 launcher appear as M257 in DSMS.
- Sidewinder jettison capability was removed.
- HUD will not revert to NAV when Master Arm is cycled in Air-to-Air mode.
- DTSAS status message on HUD and CDU was reworked. OFF MAP capability was restored – digital map is available in radius of 450 kilometers around operating area.
- Numerous HUD symbology fixes in HARS mode.
- Fixes to GCAS caution light – it will be lit now if EGI is not providing attitude information.
- Fixed GCAS training auto-scroll function.
- Fixed ILS audio control.
- Fixed AC Generator caution lights logic.
- More accurate signal light test indications.
- Momentary AC electrical power loss (causing CICU restart) was removed when engines generators turned on.
- Altimeter PNEU fixed. Additionally now ELEC/PNEU switch has 3 positions with spring loaded center position. It should be held in desired position (ELEC or PNEU) for 1 second to switch altimeter mode of operation.
- Cold start IFFCC elevation correctly set to DTS and not HOT on ramp start.
- Maverick power management by location fixed.
- ILS working with no power fixed.
- RWR symbol placement adjusted.
- ILS and Marker beacons fixed.
- Laser guided bombs guiding with no designation fixed.
- Fire detect bleed air leak test button light fixed.
- System Status page 1760 station indications corrected.
- EGI is no longer selected automatically on NMSP on ramp start. In all cases the EGI should be selected manually now.
- Fourth depress of UFC ALT ALERT button will exit altitude alert edit mode.
- Most of the UFC SEL rocker functions were made UFC mode independent.
- DTSAS PGCAS function was implemented – now GCAS will better predict collision in mountainous area with DTSAS turned ON and operating.
- GCAS and weapon events counters were implemented on CDU LASTE page.
- Fixed missing audio during RWR test.
- CDU DIVERT page was fixed – some airfields were missing.
- “Slave all to SPI” function for Maverick now works only if missile is RDY on DSMS page, and Maverick video is up on any of MFCDs.
- Airfield name on CDU FLDINFO page has correct maximum length now.
- TAD hook is cleared now if it was a SADL symbol and SADL was switched off.
- AI radar detection range by RWR was adjusted.
- Maverick stations selection logic in DSMS was fixed.
- TAD symbols hooking and display priorities were updated.
- HUD SPI symbology display conditions adjusted.
- Maverick impact point accuracy in Forced Correlate mode was improved.
- An option to turn on/off closest friendlies symbols was added on TGP CTRL page.
- T-handle lights now working correctly.
- Corrected cockpit tool tips.
- Reduced probabilities for cockpit random failures. Random failure for gun and CICU was added.
- Jerky Flight Path Angle indication on HUD during taxi was fixed. Minor logic adjustments were made to TVV symbol.
- JTAC SADL NetID now working correctly.
- HARS navigation is defaulting to active at ramp start. With the HARS mode active, you will not get any FPM/VVI in the HUD, and you will not be able to arm the EAC. If you switch from HARS mode to EGI mode after complete INS Alignment, then the FPM/VVI returns, and you can arm the EAC.
- SAI excessive precession was fixed.
- SAI cage function was fixed – it should cage much faster now.
- ILS frequency selector function was completely reworked according to video recorded in the real cockpit.
- Inverter OFF/TEST logic was reimplemented. In TEST it will revert Essential AC bus power to inverter. In OFF Essential AC bus will be not powered by any source (even if AC power from generators is available).
- INST INV caution lamp logic was implemented.
- APU GEN caution lamp logic was implemented.
- LEFT/RIGHT GEN caution lights logic was fixed.
- Inverter noise was added. It will be heard when inverter goes online.
- With ITT gauges inop, L/R ENG NOT caution lights will be always on.
- L/R MAIN PUMP, and L/R WING PUMP caution lights are connected to Essential DC Bus now (and thus will be lit in cold cockpit once DC power is provided by any source).
- Excessive SAI precession fixed.
Campaigns
- Reported errors in campaigns have been fixed.














