Oculus Rift......
Oculus Rift livedemo...
Ovo je prava revolucija gaminga...
Hteo sam da ih uzmem dok je projekat na kickstarter-u bio aktivan, i odustao sam ybog male rezolucije(720p), što je malo , sad cu već krenuli sa 4k, ne može čovek da ih isprati.
Consequence Over Choice Nobody sane would say that The Witcher 2 lacked for choices to make. The end of Act 1, the entire of Act 2 and most of Act 3 didn’t so much have a critical path as a critical spaghetti pile. Make no mistake, this was seriously impressive and deserves credit.
That said, while choices did have big consequences, the scale of the game and sheer number of paths did have a tendency to trip over its own feet – key characters simply disappearing or being shoved into the background, massive events being dismissed, and most painfully of all, much of the plot that Geralt should have been uncovering during the game having to be explained via the final boss actively holding an expositional Q&A. It was also unfortunate that your choices tended to be a step removed from what you were actually choosing – the lead-up to Act 2 being the decision to throw your hat in with Roche or Iorveth, not Henselt or Saskia – or simply swept under the table with the politics of Act 3.
For The Witcher 3, it would be good to see that willingness to take the tough road put to more focused use – the world itself changing as a direct result of decisions, for good and bad, rather than the focus being on altering the path through it. A central city like Vizima wouldn’t hurt for this, with its development over the game altering based on who you kill, and what relationships you form. Kill too many crooked officials, and the entire thing becomes a fascist state out of fear, for instance, or have the monster population of the area directly tied to how much killing you bother to do. Direct responses, with unexpected twists, tend to be what make choices interesting.
The U.S. operations of iconic but long-troubled video game maker Atari have filed for bankruptcy in an effort to break free from their debt-laden French parent.
Atari Inc. and three of its affiliates filed petitions for Chapter 11 reorganization in U.S. Bankruptcy Court in New York late Sunday.
Its leaders hope to break the American business free from French parent Atari S.A. and in the next few months find a buyer to take the company private. They hope to grow a modest business focused on digital and mobile platforms, according to a knowledgeable person not authorized to discuss the matter privately.
Although the 31-year-old brand is still known worldwide for its pioneering role with video games such as "Pong" and "Asteroids," Atari has been mired in financial problems for decades. Since the early 2000s it has been closely tied to French company Infogrames, which changed its name to Atari S.A. in 2003 and in 2008 acquired all the gaming pioneer's American assets.
Most all games abstract some manner of real-world behavior. Press the jump button in a game that allows it, and it'll make your character leap into the air in an animated approximation of how humans jump, but that's usually it – the rest of the jump has more to do with the needs of the game's level design than anything else. Even those aspects that aren't real, like casting magical spells, have consistent in-game rules, which often abstract other concepts, like a mage theoretically chanting magical words in a way irrelevant to the player.
What separates RPGs from most other genres in terms of abstraction is the style's origins in pencil-and-paper games. You want to punch an orc? You can punch that orc, but game rules simple enough to work with a couple of die need to exist in order to make that orc-punching workable for a group of people playing a game. Players need to know what the numbers are in order to make informed decisions. So you have things like 'strength statistics,' 'unarmed damage skills,' 'orc hit points,' 'dexterity rolls,' and so on. Shifting to the computer may have allowed these mechanics to be calculated faster as well as potentially more complex. But critically, even though those mechanics could have been masked, RPGs generally kept the numbers transparent and public.
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