Bungie, the creators of the "Halo" series, today have officially unveiled their latest project: "Destiny."
What the developer is calling a shared-world shooter appears to bring together the first-person shooter, sandbox and persistent-world genres to create a large-scale game with a strong focus on social interaction between players.
The game has been confirmed to be released for Xbox 360 and PlayStation 3, which is a first for Bungie, who has been developing exclusively for Microsoft consoles since the launch of "Halo: Combat Evolved" in 2001.
A press event was last week, from which Polygon has written a very informative piece, Bungie gave a first look at what they plan to bring to the table with their first game since "Halo: Reach" launched in 2010.
This reveal follows a week-long alternate-reality game that much of the Bungie fan community participated in involving organizing large groups of people from as many continents as possible to view a specific web page at the same time. Once solved, each day's puzzle revealed a piece of what seems to be a chart and a cryptic passage, and solving today's puzzle resulted in access to a page with all previous solutions as well as some wallpapers and a sample of what can be assumed to be "Destiny's" soundtrack.
The game is now available for preorder and is said to be available in late 2013 or early 2014, but a solid release date has not yet been announced.
More information is available on the official Destiny game website.
Showing posts with label Xbox. Show all posts
Showing posts with label Xbox. Show all posts
Sunday, February 17, 2013
Saturday, August 4, 2012
Hands on Halo 4's multiplayer modes
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| Master Chief has a posse, apparently. |
Less than one hundred days remain until the newest (chronologically and developmentally) installment in the “Halo” series is released, and every day the hype train grows by a few cars.
Many fans early on in the development of “Halo 4” feared that is was being driven toward “Call of Duty”-style gameplay, but having gotten hands-on time with it at both E3 and San Diego Comic-Con this year I can safely say that is not the case.
This game stills looks and feels like the “Halo” you know and love, only with a few more characters and a new coat of visual and aural paint.
At E3 I got the chance to play a round of War Games, which is what the company now helming all things “Halo,” 343 Industries, calls the competitive multiplayer portion of the game. If you’ve ever played a round of competitive multiplayer in a “Halo” game, you’re going to feel right at home in this mode. It’s the same basic premise of red team versus blue team in a variety of game types including deathmatch, which is the mode I played, oddball and king of the hill.
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| Players take on the identity of their own Spartan-IV in War Games. |
Several fan-favorite weapons return in “Halo 4,” including the DMR (designated marksman rifle) from “Halo Reach” and Battle Rifle from “Halo 2” and “Halo 3.” Brand new weapons added to the playable arsenal include a shotgun-type weapon called the Scattershot and the Light Rifle, which acts like a fancy alien sniper rifle.
These new weapons are available for use in both competitive multiplayer and "Halo 4's" new cooperative multiplayer story dubbed "Spartan Ops."
Spartan Ops follows the crew of the UNSC (United Nations Space Command. The good guys) Infinity a few months after the end of the main, single-player storyline. It will be delivered to players over ten months after the release of "Halo 4," and one chapter will be made available for download free of charge each week. Each chapter will consist of five missions as well as a few-minute long cutscene of story material.
Not much has been revealed in terms of story for this mode because it takes place after the events of the main game, which inevitably means spoilers galore, so at San Diego Comic-Con I got a chance to play one chapter in an episode of Spartan Ops without being given any story background.
The chapter I played involved myself and three other players moving through a mountainous, lava-ridden area toward some kind of artifact of unknown use or origin. Covenant enemies return to bar the Spartans from reaching their goals as well as a few new enemies of a species that has not yet been revealed by the developers aside from being related in some way to the mysterious Forerunners.
These new enemies are highly advanced artificial intelligence constructs, according to in-game dialog, and they work together to take down the player characters much more cohesively than the Covenant ever has in past games. If a grenade is thrown at one enemy, another can catch the airborne attack and hurl it back at the player. This type of enemy cooperation leads players to rethink their strategies, and mixes up the game just enough to make it fresh and new.
An issue I had with my time with the game was that the chapter only took about 15 minutes to complete, and consisted mainly of walking to a door and fighting off a wave of enemies while we waited for it to open, only to move onto another door and then onto the final objective. It seemed quite simple and repetitive, but that could have been because the developers chose a mission that was not too heavy on story content as not to spoil it for those who played.
Spartan Ops follows the crew of the UNSC (United Nations Space Command. The good guys) Infinity a few months after the end of the main, single-player storyline. It will be delivered to players over ten months after the release of "Halo 4," and one chapter will be made available for download free of charge each week. Each chapter will consist of five missions as well as a few-minute long cutscene of story material.
Not much has been revealed in terms of story for this mode because it takes place after the events of the main game, which inevitably means spoilers galore, so at San Diego Comic-Con I got a chance to play one chapter in an episode of Spartan Ops without being given any story background.
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| Promethean Knights are one of the new enemy units in "Halo 4." |
These new enemies are highly advanced artificial intelligence constructs, according to in-game dialog, and they work together to take down the player characters much more cohesively than the Covenant ever has in past games. If a grenade is thrown at one enemy, another can catch the airborne attack and hurl it back at the player. This type of enemy cooperation leads players to rethink their strategies, and mixes up the game just enough to make it fresh and new.
An issue I had with my time with the game was that the chapter only took about 15 minutes to complete, and consisted mainly of walking to a door and fighting off a wave of enemies while we waited for it to open, only to move onto another door and then onto the final objective. It seemed quite simple and repetitive, but that could have been because the developers chose a mission that was not too heavy on story content as not to spoil it for those who played.
One of the biggest qualms I had with the game is that none of the weapons felt hefty enough to take down the massive Spartan-IVs I was up against. I think this feeling of lack of weight comes directly from the revamped sound design, which actually threw me off pretty good for the better part of the match.
Everything sounds different than in past "Halo" games. Guns, vehicles and even the characters’ footsteps have been rethought and rerecorded
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| The Covenant have been redesigned to look more fearsome. |
There are a considerable amount more customization options for players to choose from as well, and 343 Industries hasn't even revealed all the different armor permutations, skins and emblems yet.
Despite some fans' fears, "Halo 4" appears to be keeping in tune with the legacy left behind by its creators, Bungie, and will most likely be a huge success for 343 and Microsoft come Nov. 6 when it's released.
Friday, July 27, 2012
Rhythm and Motion
As the Nintendo Wii came out of the shadow of the Nintendo Revolution rumor, movement based gaming suddenly received a jolt of life on the home console. Games that were traditionally thought of as arcade titles and not feasible for the home environment were now entirely possible and encouraged.
However, the gaming community began to see this as a dilution of their hallowed pastime. Now that everyone was encouraged to play since the controller became as complicated as their bodily movement, gamers felt that their hobby was no longer unique and the hardcore games were fading away for more family friendly titles.
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| Those rabbids are...ravin'. |
"Red Steel" was shamed and hailed as a glitchy and bugged-out game that should never have been a launch title. Sad, but true for the game that was actually somewhat fun if it wasn't for the awful use of motion control. "Rabbids," however, was socially looked down on, but reviewers and consumers ate it up. The gaming community couldn't really see any interest in it, and yet copies sold.
It took time, but eventually Nintendo figured out a somewhat workable use for the Wiimote and it became commonplace and accepted to a degree to those who were fans of the company. Soon, Sony and Microsoft were announcing their own movement based peripherals that were eerily similar to Nintendo's design, except for the Kinect using everything but a physical item in your hand.
Now, motion-based gameplay is still a gimmick, but one that gaming companies use cautiously. "Ghost Recon: Future Soldier" used in in their weapon customization system, which was probably the best use for the Xbox Kinect in recent years. The Nintendo Wii's motion controls have been streamlined so much so that even a novice to video gaming can use the system to workout with. Oprah gave her entire audience Wii systems and copies of "Wii Fit" during a taping of her daytime talk show. Sony still remains an the back of the race, unable to truly garner the attention of their customers to the PlayStation Move, awarding it a mediocre place in history just like the EyeToy.
What with "Dance Central" and "Just Dance" on Xbox and the Wii, motion controls are becoming more sophisticated than ever, completely removing the need for the "Dance Dance Revolution" floor pads.
The fever pitch of dancing games and music-based gameplay would not have reached the fever pitch that it did without the success of Harmonix's "Guitar Hero" franchise, which has been taken over by Neversoft, or their other music-based hit series, "Rock Band." Gamers could now feel a connection to something other than cyclops evisceration and collecting coins by working to make the chords and notes of their favorite songs happen. They felt a sense of accomplishment, and there was even a feeling of skill as people began to master certain songs.
Of course, gaming companies felt that this meant they could make comebacks for lightguns and props. Who could forget the completely awkward and unusable attachments to Wiimotes for "Wii Sports" made by Nerf? Or the ineffective and cumbersome Wii Zapper? Let's not forget the serious piece of hardware that Sony made recently that looks almost exactly like the Wii Zapper for their Move controllers and shooter games.
As musical gaming became more sophisticated and mainstream, drum sets were added along with keyboards and microphones that detected correct pitch. An entire band could be formed in a living room instead of a garage. The logical evolution? "Rocksmith."
The Vault tested out the effectiveness of "Rocksmith" and proved that it is indeed a working learning tool for those players looking to strum a six string. Now the gauntlet has been thrown down, and gamer speculation rises as to what the next instrument or game will be to teach the masses rather than just entertain them.
Success in both movement and music simulators, a term used hesitantly now as "Rocksmith" actually teaches the player, is an excellent lesson in game development and market manipulation.
Nintendo took a chance with the Wii. One could argue that motion-based gameplay was the evolution of the industry, but nonetheless it was a gamble to be the first in the running with that. Again, we must acknowledge Sony's attempt with the EyeToy, but it's utter failure cannot be ignored. It was no competition for a system built around motion control.
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| Even the marketing focused on physical movement. |
To that same idea, however, a gamer getting a high score when playing "Guitar Hero" or "Rock Band" feels that they've actually done something because they've made the music. Yes, they are still pressing buttons, but "Rocksmith" and the pro peripherals for "Rock Band" change the playing field because at that point a gamer is using an actual instrument.
How do game makers achieve a sense of accomplishment and investment in their games? If a developer can get the player more involved in a game, surely they'll want to keep coming back for more That's half the reason conversation options exist in RPGs, so that the player feels that they are responsible for the choices and events that occur. If that could be translated into actions, then perhaps something big would happen.
Looking at the musical game evolution, the argument could be made for the idea that if the player is engaged in learning something, then they will be more invested and more motivated to play. The "Dance Central" games may teach someone nothing but line dancing techniques, but they do teach you something. There have been no recorded instances of people actually dancing like that in clubs, but it's really only a matter of time now.
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| From a handheld device, to a person. |
The bar has been raised, expectations have been changed and just sitting on the couch doesn't cut it anymore. The industry has changed and it's time for games to reflect that.
Labels:
Dance Central,
EyeToy,
Just Dance,
Kinect,
Microsoft,
Move,
movement games,
Nintendo,
Op/Ed,
PlayStation,
Rayman,
Red Steel,
Rocksmith,
Sony,
Wii,
Xbox
Wednesday, June 6, 2012
The big three at E3 2012
John and Jesus round up the offerings from Nintendo, Sony and Microsoft from the E3 convention floor.
Thursday, October 13, 2011
Entre campañas anda el juego
Supongo que muchos de vosotros ya lo habréis visto, pero por si aún hay alguien que no, dejo constancia aquí de la genial campaña publicitaria que se ha marcado Sony después de ese inquietante vídeo de hace unas semanas. Mucho se especuló en ese momento sobre la posibilidad de que se tratase de algún tipo de campaña para revitalizar la imagen de "Home", el servicio online social de PS3 que ha pasado hasta ahora con más pena que gloria para los usuarios.
Pues bien, resulta que no, toda esta rumorología se ha descartado cuando Sony presentó el vídeo completo, una campaña publicitaria que espero en algún momento podamos ver en televisión, y que más bien es una oda al jugador tradicional, un buen cumplido por parte de Sony a todos aquellos jugones que le han sido fiel después de tantos años. Igual más de uno podríamos estar retratados en ese techo.
Por cierto, da que pensar lo mucho que se lo trabajan los departamentos de marketting y publicidad de estas marcas, con campañas que son equiparables a los de las mejores empresas en branding, como algunas marcas deportivas, o automovilísticas, que suelen ser las más dadas a ver la importancia de la buena publicidad, aquella que realmente tiene un concepto detrás del producto.
Pues bien, resulta que no, toda esta rumorología se ha descartado cuando Sony presentó el vídeo completo, una campaña publicitaria que espero en algún momento podamos ver en televisión, y que más bien es una oda al jugador tradicional, un buen cumplido por parte de Sony a todos aquellos jugones que le han sido fiel después de tantos años. Igual más de uno podríamos estar retratados en ese techo.
Por cierto, da que pensar lo mucho que se lo trabajan los departamentos de marketting y publicidad de estas marcas, con campañas que son equiparables a los de las mejores empresas en branding, como algunas marcas deportivas, o automovilísticas, que suelen ser las más dadas a ver la importancia de la buena publicidad, aquella que realmente tiene un concepto detrás del producto.
Para muestra unos cuantos botones:
Genial y perturbadora campaña de Chris Cunningham para la primera PSX(os recomiendo ver cualquiera de sus videoclips):
Cuando a los de Sony les dio por hacer montañas humanas:
O a los de Microsoft por popularizar el uso de armas imaginarias (impagable el vídeo del casting de la abuelita perdiendo la cabeza):
Y por último, uno de los que en su día más me gustaron, ninguno resume mejor la intensidad de la experiencia jugable y con más humor ¡La vida es corta chatos!:
Seguro que os vienen a la cabeza muchas más...
Labels:
PlayStation 2,
PlayStation 3,
Xbox,
Xbox 360
Wednesday, March 9, 2011
24 años luchando en las calles.

Podríamos decir que es toda una vida y no mentiríamos. Street Fighter sin lugar a dudas es, uno de los videojuegos más populares del planeta y el pionero en el formato de lucha 1VS1 en dos dimensiones, tal y como a día de hoy lo conocemos. Su fama, llegó a ser tan grande que incluso se filmó una película en el año 94 protagonizada por el famoso actor de artes marciales Jean-Claude Van Damme. Pero, como la vida misma, todo tiene sus altos y bajos y, no fue caso diferente el de nuestros queridos luchadores. Tras el inmenso éxito conseguido por su segunda parte, Street Fighter quedaría casi relegado al olvido con un fracasado tercer título y un terrorífico juego en 3D. Hace bien poco, se decidió darle la última oportunidad a la saga. ¿El resultado? El rey de reyes surgió de entre las cenizas como buen ave Fénix. Nunca el género de lucha ha estado más vivo como lo está ahora. ¿Me acompañáis en este largo viaje? ¡Hadouken!

Street Fighter.
Street Fighter hizo su debut en máquinas recreativas en 1987. Fue diseñado por Takashi Nishiyama y Hiroshi Matsumoto. El jugador, tomaba el control del luchador Ryu, el cuál, competía en un torneo mundial de artes marciales (bueno, en realidad, se trataba de cinco países con diez rivales diferentes). Además de ello, un segundo jugador, podía unirse en cualquier momento del juego y tomar el control de Ken Masters. Con respecto a los movimientos, los luchadores contaban con tres tipos de puñetazos y patadas (débil, medio y fuerte). Street Fighter fue lanzado posteriormente para PCs y consolas como Turbograf. Aunque fue bastante popular en su época, el GRAN éxito aún estaba por llegar.
Street Fighter II: The World Warrior.
Street Fighter II: The World Warrior fue lanzado en 1991. Diseñado por Akira Nishitani y Akira Yasuda (también responsables de la saga Final Fight y Forgotten Worlds), llegó a convertirse en un verdadero fenómeno de masas.
Street Fighter II fue el primer videojuego 1VS1 que dio la posibilidad al jugador de elegir luchadores totalmente diferentes entre sí, tanto físicamente como con respecto a habilidades y movimientos se refiere. Al igual que en el anterior título, en cualquier momento del videojuego, un segundo jugador podía “parar” la partida y enfrentarse al actual protagonista.Street Fighter contaría con ocho personajes principales y cuatro jefes finales. En su segunda revisión, Street Fighter II: Champion Edition, además, podíamos controlar a estos cuatro destructivos luchadores de élite.
Super Street Fighter II, fue la tercera revisión oficial y más notoria. Además de una notable actualización de gráficos y mejora de melodías, se incorporaron cuatro nuevos luchadores (Cammy, Fei Long, Dee Jay y T. Hawk).Curiosamente, sólo los dos primeros llegarían a calar realmente hondo en los corazones de los aficionados. Se añadieron nuevos combos y golpes a algunos de los personajes como Vega o Sagat y como colofón final, se incorporó un luchador secreto y desbloqueable: Akuma. Éste, se incorporó como sustituto del gran Mr.Bison tal y como lo conocemos aquí en España.Street Fighter III: The New Generation.

Sí, sí, que de verdad existió un Street Fighter III. Vamos a ello. La tercera entrega de la mítica serie de lucha hizo su aparición en 1997.Street Fighter III descartó todos los luchadores de las anteriores entregas con excepción de Ryu y Ken e introdujeron nuevos luchadores (poco carismáticos todo sea dicho) en su lugar. Los personajes más destacables fueron Alex, la joven ninja Ibuki (que se introdujo en sustitución de Chun Li), Sean aprendiz de Ken y Gill que hizo las veces de jefe final en contraposición de Mr.Bison.
Varios meses después y tras un gran fracaso en ventas, Capcom puso a la venta una nueva revisión del título. LLegaría Street Figher III - 2nd Impact: Giant Attack, el cuál, balanceaba los luchadores, incorporaba tres nuevos personajes, Hugo, Urien y Akuma, nuevas localizaciones e incorporaba a su vez también, fases de bonus.Pero la suerte todavía quedaría muy lejos de llegar y, de nuevo (debido a unas muy bajas ventas, tan sólo consolidadas en Japón) se puso finalmente la versión final y más conocida por jugadores americanos y europeos: Street Fighter III - 3rd Strike: Fight for the Future.
Lanzado en 1999 trajo como novedades destacables la incorporación de Chun-Li y la adicción de cuatro nuevos personajes. Se añadieron nuevos movimientos, se mejoraron las animaciones e incluso se llegó a realizar un lavado de cara a nivel auditivo pues se cambiaron voces y melodías. A pesar de todo el esfuerzo y “parches” puestos por la compañía japonesa Capcom, el tercer título quedó relegado a salones recreativos y a la consola de sobremesa Dreamcast. Más tarde, llegaría al resto de consolas mediante formato de recopilatorio.Street Fighter IV.
Cuando todo parecía acabado y tras una larga espera de nada más y nada menos que diez años, desde las oficinas japonesas de Capcom, se decide dar a una de nuestras sagas predilectas una última oportunidad.

En Febrero de 2009 renace la leyenda. Street Figter IV sale a la venta y recibe elogios y buenas críticas en todos los medios especializados. De hecho, fue considerado como el mejor juego de lucha 1VS1 durante todo el 2009. La historia de esta cuarta entrega se sitúa directamente después de la segunda entrega, haciendo caso omiso a los sucesos acaecidos en la tercera parte. La plantilla de SFIV fue comprendida por 15 luchadores de los anteriores títulos más 8 luchadores completamente nuevos.
Tras un fallido intento de llevar el juego a los 3D, SFIV incorporó un modo de lucha 2D en cell shading muy vistoso, con cierta profundidad de 3D en la realización de ciertos golpes. Como contrapartida, debo decir que no me gustó la idea de que no se visitara a cada personaje en su respectiva arena, debido a la falta de escenarios..uhmm no sé, eso le restó un poco de magia.

En Septiembre de 2009, Capcom anunció Super Street Fighter IV. El juego incluyó 10 nuevos personajes y dos nuevos completamente a la franquicia: Juri, nueva villana de origen coreano y el guerrero turco Hakan - me gustaría decir que me encantó este personaje pero no su color de piel…no sé…no sé…¿no creéis que hubiese quedado mejor con un tono de piel menos exagerado?
Capcom de nuevo balaceó a los caracteres, incluyo nuevas arenas, volvió a incorporar fases de bonus y un ultra combo extra para cada luchador.

Y para finalizar…la última revisión de SFIV ha dado lugar en máquinas recreativas con la inclusión de los personajes Yung y Yang de SFIII. En principio, Capcom ha desmentido de que esta última versión será lanzada en consolas de sobremesa aunque…sinceramente…a estas alturas quién sabe lo que estará a punto de llegar.
Quería agradeceros a todos el haberme acompañado en este gran viaje y espero que os haya gustado a todos este pequeño pero extenso viaje en el tiempo. ¡Tened una muy buena semana! Paz y amor.
Labels:
El Informal,
Nintendo 3DS,
PlayStation 2,
PlayStation 3,
PSP,
Xbox,
Xbox 360
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