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Industrija igara

Universe project je scam, kao i Unlimited Details.
 
Europa mi bas obecava..
 
Jako iscrpna lista. Pobrojali su sve igre koje su najavljene za 2013. godinu za PC.
 
^ To sam i ja pomislio :d
 
Kraj velikih konzola, kraj DirectX-a, kraj Microsoft-ove apsolutne vladavine.
 
Kraj DirectX-a? Vise verujem u Majansko prorocanstvo nego u ovo. 😀
 
Oculus Rift livedemo kod Verge ekipe, 19min mark, sama prezentacija pocinje minut-dva kasnije. ITS A MUST WATCH!

[youtube]LCB19lzAXS8[/youtube]

Ovo je prava revolucija gaminga, jedva cekam da se pojavi consumer verzija i widespread developer support. Ko zna, mozda necu odoleti i iscimacu se da uzmem developer verziju koja izlazi u javnost za 2-3 meseca [$300!]. Masa po netu vec pravi directx injectori koji pripremaju dx9 igre i prebacuju ih u SBS fisheye mod. OR SDK ce podrzavati integraciju u Unreal 3, Unity, buduce Id Sofrware projekte i Cryengine 3, a ostali engine-ovi ce se sigurno pridruziti kasnije.
 
Poslednja izmena:
sjajni detalji za torment, mislio sam da mu je to bila prazna prica kada ju je spomenuo kao mogucnost jos tamo nengde prosle godine, ali je zapravo covek radi na tome i skupio solidnu ekipu
 
Oculus Rift livedemo...

Ovo je prava revolucija gaminga...

Po meni je to samo deo revolucije, a za potpunu je potreban i novi input(kontroler). U svakom slucaju izgleda odlicno i ako mozes da priustis uzmi.

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.

Poredis rezoluciju na 80" TVu i na spravi ciji su ekrani zajedno povrsinski kao telefon. Bitna je velicina piksela tako da tvoje predjenje nema mnogo smisla.

@Jovyland
Kao sto smo vec videli distributeri propadaju tako da definitivno dolazi do promena...
 
PC Gamer joins the speculation that The Witcher 3 will be announced on February 5 by listing the improvements they'd like to see.

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.
 
^ posledice su jako bitna stvar. Dzaba izbor ako je resenje isto, a posledice nemaju uticaj na daljnje igranje. Dvojka je bila puna takvih besmislenih A i B opcija, bez osetnih posledica i to je ogroman korak nazad u odnosu na keca... Ne ocekujem da ce biti bolje u trojci, ali nadam se da gresim.
 
Atari US - Files for Bankruptcy

Atari US has apparently filed for Chapter 11 bankruptcy, although they expect to emerge down the track and continue operations. This is part of a bid to separate themselves from the troubled French parent company.

http://www.latimes.com/entertainmen...et-ct-atari-bankruptcy-20130119,0,25279.story

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.
 
Zasad nije moglo bolje proći, Sega uzima Relic i CoH licencu, najverovatnije će i Warhammer licencu, što je x10 bolje nego da je na aukciji pobedio EA ili Ubi, a i Homefront licenca može biti zanimljiva u rukama Cryteka 🙂

Saints Row će najverovatnije uzeti Koch Media (Deep Silver), dok Ubi vija South Park.
 
Poslednja izmena:
Sega vec pod sobom ima Creative Assembly, koji su zasluzni za izvanredan Total War serijal i, koliko mi je poznato, ni u jednom momentu ih nisu uslovljavali sa kojekakvim multiplatform/joypad developing imbecilnostima. Ukoliko ostave istu slobodu i Relicu, ja cu biti prezadovoljan. 🙂
 
Zao sam i napisao da je to jedan od najboljih ishoda za Relic i RTS licence, tu će definitivno imati daleko više slobode nego što bi imali u nekim drugim kompanijama. Eventualno sam se nadao da uleti Valve, ali i ovako može ispasti sasvim dobro.
 
Sve je rasprodato osim Vigil Games-a koji je napravio Darksiders 2 .
NEVEROVATNO,igra prodata u 2mil+ primeraka,a niko nije hteo da ih kupi....Gde ide ovaj svet?
 
Takodje, osim sto ja cekam i south park jer obozavam tu temu, a i obsidian je pravi
 
Kakva je ovo konzolaska lista?

Watch Dogs RPG, o boze...
 
Pokemoni, Teletabisi... bas fino.:S:

Watch Dogs RPG, a Bioshock Infinite?!:trust:
 
Daleko su Wasteland i Dragon Age, a Stick of Truth je vise zezanje. WRPG je vec duze vreme u stagnaciji...

Watchdogs na listi je lol, pa danas bukvalno svaka igra ima rpg elemente onda. JRPG me ne zanima posebno ali pored sjajnog Ni No Kunija, skoro najavljeni Shin Megami Tensei x Fire Emblem bice epski.

Na listi takodje upadljivo nedostaje Dark Souls 2 kao jos jedan TBA naslov koji ce nadamo se krajem godine.
 
Rowan Kaiser's weekly RPG column on Joystiq turns to the subject of stats and the importance of their transparency:

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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