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Wednesday, November 24, 2010

News: EA signs five-year Facebook Credits deal

Tuesday

Play EA's games on Facebook? Then you'll be interested to know that the Facebook Credit is set to become the only virtual currency they'll accept.

EA and Facebook just announced a five-year deal designed to create a simplified, more accessible experience, EA said.

Under it Facebook Credits will be the exclusive currency for all EA Facebook games - so when you buy virtual goods for the likes of Pet Society in the future, Facebook Credits will be your only method of payment.

The EA-owned game creator Playfish has two of the top 10 games on Facebook: Pet Society and Restaurant City.

"Since gaming has emerged as the most popular category of applications on Facebook, the natural next step is for EA to broaden its relationship with Facebook and its 500 million users," said EA Interactive boss Barry Cottle.

"Our goal is to make the best games tailored specifically to the platforms on which people want to play."

As part of the agreement, EA will receive the same 70 per cent revenue share for Facebook Credits as is standard for all developers on Facebook.

More than 200 million people play games every month on Facebook, which itself has a whopping 500 million users. That's a lot.

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Tuesday, November 23, 2010

News: Borderlands level cap shoots up

Tuesday

The level cap for the PC version of Borderlands has been topped up with a new update going live today, developer Gearbox has announced.

Borderlands players will now be able to climb up to level 58 or, if you've got The Secret Armory of General Knoxx DLC, level 69.

The update also brings with it a fix for DLC4 Achievement/Trophy glitches that have affected some users.

Gearbox hasn't confirmed when the new level cap will be available for PlayStation 3 or Xbox 360 users.

Borderlands is out now on PC, Xbox 360, and PlayStation 3. Got a news tip? Email news@eurogamer.net.

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Monday, November 22, 2010

News: Crytek hopes Haze is remembered fondly

Crytek UK, the developer that rose from the ashes of the collapsed Free Radical Design, hopes that when gamers look back on PlayStation 3 exclusive Haze they'll remember it more fondly than they did at launch.

The ill-fated Haze was met with a 4/10 review score from Eurogamer upon its 2008 release.

It was the TimeSplitters creator's last game.

"We were surprised by how poorly it was received," admitted managing director Karl Hilton in an interview with Eurogamer conducted at the GameCity festival in Nottingham last week.

"We felt it had a lot of good elements in, which just didn't seem to get picked up at all. But it's a fickle industry and things move quickly. If you get a few things wrong and people pick up on it... And Haze wasn't a perfect product. Clearly it wasn't. But it wasn't as bad as some of the reviews and feedback made out."

Haze's problems are well documented.

"You really have to wonder how it all ended up this dreadful, especially after all the time and resource Ubisoft and Free Radical expended telling people the opposite," said Kristan Reed for Eurogamer.

"The combat's weak, the storyline's excruciating, it's technically deficient - Haze really is this year's most significant gaming disappointment."

Looking back, Hilton agreed that perhaps expectations were fuelled by the development team's heritage with classics GoldenEye and TimeSplitters.

"It's interesting. Obviously time will tell. Second Sight was another game we did that got pretty average reviews, but these days seems to be remembered very fondly. At the time when we launched that we were disappointed it didn't do better than it did because we felt it had a lot of good elements in it."

But will, once the dust has settled on this generation, Haze be remembered fondly?

"I don't think anyone will claim it was an unrecognised classic, but maybe they'll treat it a little more gently than it got treated when it was released. That would be nice."


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Sunday, November 21, 2010

News: Halo: Reach level cap goes up

Yesterday

As promised last month, Bungie has lifted the level cap for Halo: Reach.

The developer said it would raise the bar above Lt Colonel Grade Three once 117 million daily and weekly million challenges had been completed. That target has duly been smashed.

A post on Bungie's website read, ?49 days and more than a few million Challenges later, you?ve totally decapitated the Rank cap in Halo: Reach. That means there are now more kick ass Rank and Armor options available in the Armory than ever before.

?To help get you suited up into some hot new gear, we?re introducing huge Credit Jackpots for players who routinely finish their games. Because we love you and we want you to have nice things.?

?Oh, and we've some 'reports' online of a second Rank cap,? the post added. ?Those reports are false. You now have access to everything the Armory has to offer, provided you have the credits.?

There should be no shortage of players out there should you feel the need to check out the new gear on offer. Microsoft recently announced that the Halo prequel generated $350 million in its first two weeks on sale alone.

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Blog: BioShock Infinite revolutionises UE3

Irrational Games has outlined a range of extensive modifications it has made to Unreal Engine 3 in order to run the unique game world in the forthcoming BioShock Infinite.

"Over the last few years we've put together a world-class team of engineers with a single goal: do whatever it takes to bring the Columbia and the amazing world of BioShock Infinite to life," Irrational technical director Chris Kline posted on the Irrational Games forums.

"We're talking about a world where entire buildings are moving around in the sky, you're fighting AIs at 90mph on Sky-Lines as you dangle high above the earth, and racing through vicious weather to rescue Elizabeth while battling your way through hordes of enemies determined to stop you at any cost. Right from the outset we realized that this was going to be a monumental undertaking on the tech side, but decided it was a challenge that we simply had to take on in order to give gamers the kind of quality experience they've come to expect from Irrational Games and BioShock."

Kline talks about how his team of engineers initially looked at the original BioShock engine, a heavily modified version of Unreal Engine 2.5, coming to the conclusion that the old tech was simply "too under-powered and unwieldy for the depth and complexity of the gameplay and narrative we had planned". He also talks about how the tools used by the designers and artists required a radical overhaul, so the old engine was binned and work began on new tech using Unreal Engine 3 as a base.

We've heard in the past from many developers about how they've radically customised UE3, but it's rare that any of these titles actually deviate that much from the tech's signature look. Irrational's upgrades, however, are so substantial and fundamental that it's difficult to believe that they were able to integrate them into any kind of existing middleware at all.

"All major FPS engines (CryEngine 3, UE3, id Tech 5) are designed and optimised for static environments that the player moves through, which is a reasonable choice because, even if there are trees moving in the wind, the ground under the player's feet isn't going anywhere," explains Chris.

"Unfortunately for our tech team (but good for you) everything in Columbia is capable of moving. The very ground beneath your feet could fall out of the sky at any moment, which makes for some awesome gameplay and visuals but required us to create a completely new technology that we're calling 'Floating Worlds'. You saw a little of this in the gameplay demo video (in the part right after Saltonstall jumps on the Sky-Line) and you'll be seeing a lot more of it in the future."

This sounds a touch reminiscent of the dynamic traversal system found in Uncharted 2, where entire portions of the level could be moving, albeit played out on a rather more colossal scale. The comparisons with Naughty Dog's classic don't end there, as Irrational has also added in a deferred lighting solution to UE3 - something we're not sure we've ever seen implemented on the engine before.

"To meet the aesthetic goals of our art team, our rendering gurus had to write a whole new renderer for BioShock Infinite based on deferred lighting (a technique used in Uncharted 2, CryEngine3, and Killzone 2), and on top of that they've developed a proprietary per-pixel dynamic relighting scheme that allows characters and dynamic objects to receive global illumination," says Kline.

UE3 is often criticised for its sometimes harsh lighting (although this has been radically improved in recent versions of Epic's middleware, as you can see in Gears 3 and Bulletstorm videos), but Irrational going for a state-of-the-art lighting solution is ambitious to say the least, and suggests that the tech is far more expandable than previously thought.

Bolstering this notion is Irrational's implementation of a jobs-based processing architecture. Criterion used a similar technique in Burnout Paradise and Need for Speed: Hot Pursuit, where the game code is parallelised over as many different processing elements that are available. This should ensure that the three cores and six threads of the Xenon CPU in the Xbox 360 are extensively utilised, and obviously has seriously cool implications for SPU usage on PS3 and the many core CPUs on PC.

In his detailed post, Chris Kline also talks about how the AI system has been overhauled and how Natural Motion's Morpheme tech acts as a base on which the team has developed its own spin-off work, concentrating on smooth, realistic animation.

The 5.1 surround sound code from BioShock 1 has also been binned in favour of implementing a "new audio pipeline based on AudioKinetic's WWise technology", allowing for an "adjustable dynamic range and a fully dynamic mixing system."

"Not only did our engineers rise to that task, but they subsequently took it up a notch and implemented both a custom sound propagation system (so voices properly echo down corridors and around buildings) and a dynamic wind audio system that reinforces the dynamic weather in the world."

Kline goes on to promise that further tech secrets will be revealed in the future on the Irrational forum, and also on the company's podcasts, so expect further tidbits to info to filter out as development continues...


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Saturday, November 20, 2010

News: COD: Black Ops gets UK age rating

Activision's mega-blockbuster Call of Duty: Black Ops has been given an age rating of 18 by the BBFC.

It contains "strong bloody violence and strong language".

The game passed with no cuts made.

The classification reads (do not read on if you're avoiding spoilers):

"Call of Duty: Black Ops is a military first-person shooter in which the player takes the role of a member of an elite CIA covert action team operating during the Cold War and attempting to stop the threat of a Soviet chemical weapons project.

"The violence takes the form of the player's involvement in gun battles with various enemies in which an array of contemporary weapons such as automatic rifles, pistols, grenades and other types of explosive ammunition are available, along with larger weapons such as missile launchers which are carried on ships, helicopters and road vehicles. The player can also access bladed weapons for stealth attacks and hand-to-hand combat.

"The battles are intense and conducted from a first-person perspective with impacts registering as blood spurts which vary in strength depending on the weapon and the range at which it is used. More powerful weapons can also cause dismemberment with resultant gory detail and enemies can be set on fire. Although dead bodies can sometimes be used as shields against enemy attacks there is no opportunity to inflict post-mortem damage on downed victims.

"Whilst most of the intense fighting action, in which the player encounters hordes of enemies, does not linger on injuries or carry a personalised edge, some stealth attacks in which a knife is used to slit an enemy's throat contain more of a focus on the damage inflicted and some of the non-interactive cut-scenes contain stronger bloodshed. For example, in the assassination of a political leader where the action plays out in slow-motion."

Those "stronger, more focussed moments of bloody violence" were what pushed the age rating up from 15 to 18. There are also lots of people saying "f***", and teenagers under 18 can't be doing with that.

Call of Duty: Black Ops will be released worldwide on Tuesday, 9th November.


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Friday, November 19, 2010

News: Kinect's brain works like your brain

Every time you play with Kinect - out now in the US and on 10th November in the UK - it will see and it will learn. And in a similar way a baby understands the world so, Kinect creator Alex Kipman believes, will his camera decipher you.

"The Kinect brain works in the same way as your brain, or my brain. Our brains are machines designed to essentially be this massive blob of signal to noise. We push away the noise and very quickly focus in on the signal," Kipman explained to GamesIndustry.biz.

"Imagine we have a fictitious baby," he went on. "She or he is zero years old, you show this baby a human and a lion, and you say, 'Here baby, tell the difference between them.' Turns out that a brand new baby cannot. Time goes by and now this baby has enough reference data, historical data, to be able to predict, next time you show it, the difference between the two.

Kipman added: "Our world works in the same way. Your brain doesn't just know everything that it sees. As you walk through the world, it's using previous historical data to essentially predict, based on probabilities, what you're seeing now.

"Kinect works in the same way, that's the fundamental principle. What we've done is shown it a sample of statistically significant data which allows us to comprehend the world in a way similar to the way your brain operates."

It's this learning that will require Kinect pinches processor time from Xbox 360 CPU or GPU - a single-figure percentage. And it's this learning that will enable Kinect to present less lag than it theoretically should. That's the magical part.

"There's a reason that these kinds of science fiction turned science fact technologies haven't been available before," Kipman said. "And this is where I'll tell you, 'Hey, there's been a breakthrough.'

"Quite a significant number of them," he added.

And don't go worrying that Kinect's demands on the GPU or CPU will make your games run slower: even the most magnificent games leave Kipman plenty of room to manoeuvre.

"The answer is, as much as we like to talk about bits and percentages, you take a game like, I don't know, Call of Duty: Black Ops - there's a significant amount of processing, be it CPU or GPU, that still remains on the table," Kipman revealed. "So after that, when we came to this revelation about games and future games that would be coming to Xbox, we looked at it and we said, 'Is it worth the trade-off to put on-board processing on the device when we think we can create magical, unique, deep, thorough experiences without it?'"

He didn't give an answer. Strange.

Head over to GamesIndustry.biz for part one of the fascinating journey into Alex Kipman's [not Shipman you idiot -Ed] brain. He's odd, and perhaps brilliant.


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