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Gears of War 3 features a casual mode designed to help newcomers ease into the third-person shooter's multiplayer portion. Casual mode players will benefit from an aim assist, designer Cliffy B said during a panel discussion at Comic-Con. If you're an experienced player, casual mode is locked off. To gain access you must be free from Gears of War 1 and Gears of War 2 achievements, and can't have played the Gears of War 3 beta. Dedicated casual multiplayer channels will remain free of experienced players. This is in addition to the game's casual mode for the campaign.
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There will be a Call of Duty: Modern Warfare 3 Hardened Edition. Infinity Ward creative strategist Robert Bowling posted an image of it on Twitter. No word on what's in it, but more details are expected to be revealed during the Call of Duty XP event in September, which will also show off multiplayer for the first time. Analysts expect first-person shooter Modern Warfare 3 will be the biggest game of all time, outstripping last year's Black Ops' gargantuan sales success.
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Info apie Vita'os online'a: Info Sony has revealed more information on PlayStation Vita's online modes Near, Party, LiveArea and Activity. Near is like the Nintendo 3DS' SpotPass. It's "a location-based gifting system", according to Sony Europe manager of R&D, Phil Rogers. "What Near does is it allows users to discover each other, leave gifts for each other and essentially find out more about games. You can see where people are in relation to your location, their five most recently played games and also gifts that they've registered. This is fairly cool because it exposes users to games they might not have heard of and you can see how popular those games are and how people are rating them," explained Rogers at the Develop Conference 2011. Near's gifts don't settle in one place, "unlike another platform" - they follow you around as you "go about your daily life". Near allows one 100KB gift box per game. Boxes can contain multiple gifts but can't exceed the 100KB binary data size limit. Rogers painted a verbal picture: "Imagine user A visits locations one to ten through that day, and they get home and sync with the server and it uploads to the Near server your ten locations that you've been to. "User B comes along, does the same thing, but at some point in User B's day they passed User A's location five, which means they're now able to collect gifts that that user's dropped. That comes into the Near application and then in-game they pick up those gifts." You can specify how many times a gift is picked up, how available it is from your daily locations in terms of relative distance, how long a gift lasts for, who can access the gift and the probability of finding it. A rare item might only be discovered by one in 100 people. "You could have a rare ship and you could drop that and someone could collect that by using Near." Phil Rogers, manager, Sony Europe R&D Gifts can be more than simple items. "You can gift challenges," said Rogers, who used the example of a gift that challenges someone in WipEout, offering possible rewards if successful. You can even gift in-game items: "You could have a rare ship and you could drop that and someone could collect that by using Near," revealed Rogers. Rogers said there will be functionality to write to a gift-giver and say thank you. Party is "really good for having friends together to discuss games, chat about them and get into them", Rogers declared. As on Xbox Live, Party is "platform-wide" and allows you and three friends to form a party that sticks together regardless of what you do on Vita. "You can chat across games through text and voice," explained Rogers. "Cross-game voice chat," he reiterated, "it's there and it's on Vita." You can also launch Vita games from within Party and your friends there can click a button and quickly join you. "You can have different Party groups for different games or genres," expanded Rogers. "Maybe you've got a first-person shooter group that you can all chat and go into. "The voice chat part you can override," he added, "so if in-game you've got your own teams for audio then you can override the Party chat and turn that off." Party is integrated with friends lists but isn't compulsory for all games to include. "Games can choose not to," said Rogers. LiveAarea and Activity: "The LiveArea is essentially where you go to launch your PlayStation Vita day," Rogers beamed. There are three modes in LiveArea: Index, Live and Game. The top area you'll see is the content information zone, which is the "landing point for when you start any game on PS Vita". The communication zone is where you "comment on people's activities within the game as well as publish your messages". "Activity is a way for players to discuss progress," explained Rogers. "The system automatically puts a few activities in there," he added, such as Trophies and ratings. "That encourages people to then comment similar to Facebook style." "Publishers: it's important not to spam users too much and to use it sensibly." Phil Rogers LiveArea can be updated by developers and publishers. "When you ship the game it's got the standard LiveArea that you bake into the game card," said Rogers. But through updates "you can even customise it to the user" by pushing out different data. Publishers can also "push data to users" by putting images on the LiveArea frontpage as well as announcements on the bottom part of the logo. "It's a good way to push DLC," said Rogers. "So there's new levels out, click, go to the Store." It's also a good way to push news about the game. But Rogers offered a word of warning to publishers that "it's important not to spam users too much and to use it sensibly". LiveArea also has location features and allows pubs/devs to track Vita owners "either by GPS on the 3G model or triangulation of mobile phone cells". "As well as that we work with Skyhook and they provide wireless access points around to keep a general idea of where you are," elaborated Rogers. "So even with the Wi-Fi-only SKU you can still have a vague concept of where the user is." Exactly how developers will use all these different features, Sony doesn't appear to know. "We're generally open to innovation," admitted Rogers.
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Ne į temą Kas nežino Tequilos
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Skonio reikialas čia,aš rinkčiausi RDR
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Teisingai Ne į temą Savo paveiksliuka patalpini į kokią nors talpyklą(pvz. imagshack.us),rašydamas naują pranešimą temoje paspaudi ant paveiksliuko įterpti pavekslėlį,įdedi dircet link nuorodą gautą iš talpyklos ir viskas
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Iš screenų gali būti sunku atspėti,tai pasakysiu,kad šis veikėjas pirmiausia yra iš kino filmų,o filmų su būtent šiuo veikėju yra 4,paskutinis berods 2008 metų... (šis žaidimas ne pagal filmą),beje pirmame screene yra žaidimo kažkuris bosas...
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Ten million selling Xbox 360 motion-sensing add-on Kinect is the most accurate analogue input device gamers have ever had, Elite creator David Braben has said. "If you think of the analogue stick for example, if you just show the position of the analogue stick on the screen as a blob, it jitters around all over the place," Braben, whose Frontier Developments made Kinectimals and is worling on Kinect Disneyland Adventures, told Eurogamer in a new interview published this morning. "When we first got analogue controls we thought, oh yes, you can use it like a mouse. But actually, you can't. It's not precise enough. The mouse is pretty precise, but that's only because that's also a relative device. "So the way we tend to use analogue sticks is you're doing it as the direction of movement you're controlling. You're not controlling position. Similarly with the mouse, the wheel underneath has got the phase counter on that tracks the relative position. It's just incremental. "So it feels accurate. But actually it's not that accurate. Same with the analogue stick. So, there's a perception of accuracy." Kinect's accuracy was called into question when the sensor was released in November last year. Some launch titles failed to provide the accuracy demanded by their gameplay. But the second wave of Kinect games should provide much better accuracy as developers get to grips with the technology and Microsoft improves the software. Now, nearly a year after launch, Braben describes Kinect's accuracy as "unbelievable". "It's one of the first things where you can actually use the position directly as a position, not just as a relative movement. That is a change. We haven't come to terms with how best to use that. We're getting better with each stage."
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Addictive Tekken Tag Tournament mini-game Tekken Bowl has been ported to iOS and is available for free from the App Store. The iPhone, iPad and iPod Touch game looks almost exactly like the PlayStation 2 time sink, including the stop the needle mechanic and power meter. Which means, of course, you'll be able to bowl as a giant panda on your iPhone.
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Project Soul has announced three new characters for upcoming fighting game Soulcalibur V. They are Zwei, Natsu and series stalwart Ivy, now 49-years-old. Producer Hisaharu "Heath" Tago said on the PlayStation Blog that fans need not worry about Ivy's age – she stopped ageing at 32. "In a way, her eternal existence is promised," Tago said. Natsu, on the other hand, is only 17. She's an apprentice of Taki, and focuses on speed and evasive manoeuvres. "After you use Natsu, you can discard any prejudice you may have that she is simply a replacement for Taki," Tago said, before confirming Taki is still alive. And finally, the mysterious Zwei. His short sword is not his main method of attack, Tago said, mysteriously. "The clue is Zwei means 'two' in German. Does that mean there must be a 'one' as well?" A new gameplay trailer showing off the triumvirate is expected soon. In May Project Soul said it wanted Soulcalibur V to have at least 26 characters – half new and half returning. The main character this time is Patroklos, son of Sophitia. Like his mum, he uses a short sword and the Arcadia Shield. SCV is set 17 years after SCIV. Siegfried, who is 40-years-old, uses the Requiem weapon he used in SCI and SCII.
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Moto GP gal 08?
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Ninja Gaiden Black (pirmojo Xbox) tik kostiumas ne default Bongo dek savo
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Kadangi mano eilė
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Luigi,Shinobi PS2?
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Nors cia pateikiama info apie kinect suderinamuma su FIFA13,bet manau vistiek idomus paskaityti serijos fanams Interviu Kinect will not encroach upon the core FIFA football-match gameplay, EA Sports vice president Andrew Wilson has told Eurogamer "The core FIFA gameplay is very, very strong based on the control mechanism we currently have," Wilson said. "I'm not sure that we want to screw around with that if you will. "What we're looking for," he added, "is how can a Kinect experience be additive to that without de-focusing or de-prioritising that core 11 on 11 twitch gameplay that happens on the pitch which, to be frank, the controller does a very good job of facilitating." FIFA 13 remains the target for Kinect's FIFA debut, Wilson re-confirmed. A Kinect team at EA Sports is experimenting with newly received developer kits and the results, Wilson said, were surprising. "We have already seen abilities and opportunities and capabilities of that technology that we didn't think were there." Andrew Wilson, vice president, EA Sports "We're in pre-production right now. We have a core Kinect incubation group that's looking at various different capabilities of Kinect. We have already seen abilities and opportunities and capabilities of that technology we didn't think were there," Wilson said. "Based on some of the new technology in the SDKs we're getting, there's some things we can do there that give a greater granularity of control and fidelity that we didn't know were there. That points to what I think could be a very promising opportunity for us. "What we're seeing is: through optimisation that Microsoft has done, and that some of our engineers are doing, there is potentially some cool stuff that we can do." Kinect headers and volleys? Kinect Wembley? Kinect wall-ball? Kinect goal celebrations? Kinect dives? Kinect four? Oh the possibilities. Andrew Wilson's boss, Peter Moore, took to Microsoft's E3 stage to announce planned Kinect support for mega-franchises FIFA, Madden NFL and Tiger Woods PGA Tour. His pledge of Kinect allegiance was a surprise, given his trepidation months earlier.
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Ninja Gaiden 2
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http://www.youtube.com/watch?v=Vr1exVuY8H8
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A US company has sued Microsoft because it believes motion-sensing add-on Kinect infringes its patents. Impulse Technology alleges Kinect infringed seven of its patents for technology that tracks users' movements and lets them play video games without a controller, Patent Arcade reports. Impulse's patents describe a “system and method for tracking and assessing movement skills in multidimensional space". According to the company the patents cover a “wide variety of games where the movement of a player is tracked in three dimensions… and certain exercise games where the motion of the player is tracked to effect movement of a virtual avatar, and the exertion of the user is monitored, including where the tracking of the player is done by use of a camera.” Impulse adds Kinect game makers, including EA, Sega and Konami, as defendants. They're all guilty of making, selling and importing into the US games that infringe several of their patents, it claimed. Now it wants a permanent injunction, damages, interest, attorneys’ fees and costs. Microsoft said it was reviewing the complaint and had no comment to make. Kinect has sold a whopping ten million units since its November 2010 launch. It is the fastest-selling consumer electronics device of all time.
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Nenoriu tiketi,kad naujas...atrodo gal kaip naujas...nepirkciau vien del to,kad falcon'as,tikrai uz 700lt gali paimti fata 120gb jasper ir nulauzta...
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1. Dino Crysis 2. Resident Evil 3. Mortal Kombat 4. God Of War 5. Indiana Jones 6. Tekken 7. Devil May Cry 8. Contra 9. Castlevania 10. Motorstorm
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Hope for the best Butu saunu jei paskelbtu apie nauja dali,o jei dar gryztu prie tikruju horror saknu,tai zemai nulenkciau galva prie Capcom;a
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Kurejo pasakojimas,kaip jie nusprende pristatyti Fredi MK visatai Mortal Kombat creator Ed Boon has explained the decision to offer horror icon Freddy Krueger as a DLC fighter. Speaking to the PlayStation Blog, Boon revealed that he and his team had wanted to add an additional "unexpected" guest character to the game alongside God of War's Kratos and Krueger seemed like a great fit for the franchise. "It's kind of hard to choose a character who would fit well into the Mortal Kombat universe, with the blood and violence that's so associated with it. Kratos from God of War is a brutal, bloody character, so he makes sense," he explained. "When we had the discussions about the DLC characters, we knew that we wanted to add a returning character, a new character, but also a guest character. That was one of the goals right from the beginning. "A number of names were run by us: Jason, Michael Myers and all those guys. Freddy Kreuger, we felt, was the most instantly recognisable and he fits in with Mortal Kombat with his claws. It just seemed like the best fit." He went on to explain that this wasn't the first time in the series history that the idea of adding a famous horror icon had been kicked around. "Over the years, we've certainly had a number of conversations about guest characters. At one point, we had a conversation about having a group — imagine Freddy, Jason, Michael Myers, Leatherface from Texas Chainsaw Massacre — of all these killers from the '80s and '90s flicks come in as a group of characters. "We never got a grip on how we would do it, whether they'd be DLC characters or what. But yes, we've had lots of conversations over the years. "We also wanted to introduce a character who was unexpected. This DLC thing opens the doors to realising these ideas."
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Šiek tiek naujo gameplay iš ComicCon 11 http://www.youtube.com/watch?v=6gZ6QJ2YMxo&feature=related