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Mike Tyson isn't the only new thing in EA's Fight Night Round 4: the game will also feature a brand-new physics engine that is touted to bring more fluidity and organic movement to the Fight Night experience. More from game producer Dean Richards in the full article. |
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(Editor's Note: QuickJump QuickPeek just turned 16. Ah, sweet sixteen. Sixteen is definitely a lovely number. For those inclined to all things mathematical, four is the square root of 16. And that's just what we're going to try to get to the bottom of right here. The root of all things gaming. For this week at least. Here again is QuickJump's weekly article dedicated to the un-updated. A week's worth of great news, in bite-sized form!) So here we are in QuickPeek 16. Last week's edition was pretty jam-packed with hot news items, confirmations, and releases, and there's also been a couple of heated debates between icons in the industry. This week will have you guys feeling good about the little big tiny giants that you have sitting in your living rooms - or handhelds snuggling comfortably in their respective pouches or carrying cases. This isn't about one platform besting another. It's about shaking hands and welcoming people with open arms. As beauty pageant contestants always put it: World Peace! Because if Mario, Solid Snake, and Sonic can do it, then so can we. Err, that is barring the fact that Mario, Snake, and Sonic are in a Brawling game, but the essential thing remains: they're together. Click the Full Article link below to check out this week's full issue! QuickJump QuickPeek 16 originally posted October 13, 2007 at 02:00 PM. |
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Is it another controversy
waiting to happen? In an interview by MTV, Julian Eggebrecht, head of
development at Factor 5, revealed an unlockable content in Lair that he
wanted to call "Hot Coffee." It's old news, yeah, but Sony and Factor 5
didn't want to call it that.When you put in the cheat code - which is 686F7420636F66666565 for the curious - you get... Well, you'll have to watch the video at the end of the article to find out for yourself. It's hot. Eggebrecht also commented on the motion-only dragon controls in Lair, which some people didn't take to. He explains that it's not perfect, and even he can't get some moves all the time, but that it's the inherent nature of motion-controlled games (even the Wii's) to not always be able to recognize "ever-varied gestures": The Sixaxis motion control itself feels a lot more organic and free-form than the rigid controls of other flight games and does much better for casual players, as we saw in focus tests. It does seem to alienate some reviewers who are at the top of the hard-core crowd and seem to have a passionate hate for all things motion, be it ‘Wii Sports’ with sometimes absurdly low scores for what might become the defining game of this generation, or ‘Lair’ as their newest poster child of evil. It’s an unfortunate development that, if the players themselves listen too much to the motion-hatred message, will divide the gaming community. Our potential for growth as an art form for the mainstream is in the easier-to-access control schemes that might be less precise but a lot of fun. The Hot Coffee video can be found at the full article! |
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Have you heard of flOw? Seen it in action, maybe? With innovative gameplay, "go with the flow" attitude, and of course, great music, this title has fans eagerly waiting for it to hit the PS3. JayIsGames.com recently had the chance to sit down and talk with Austin Wintory, the genius behind flOw's music. Read on for some snippets of the interview. On the creative process behind flOw's music: We sought something atmospheric and electronic, but not in the stark, soundscape sort of way. Something warm and organic, as if a symphony of instruments never before played on Earth. That sounds horribly pretentious, but that was sort of our guide. What resulted was a combination of literally hundreds of small audio files being triggered by the player interactions, and a steady background track. On videogame music: I think game music is still finding its footing as an original medium. It took film composers a good forty years to begin writing for film in a way that made it apparent it was film music, and not a ballet or opera score. It needed to be cultivated as its own art form. Game music, I think, is still searching for that. But if ever there was a medium for music to really be unique, it’s game music, if only for the element of interactivity. On composing game music as opposed to film or other media: Films, TV and whatnot all pose their own problems. The approach is just different. For example, in films you may have to find a way to synchronize with a dozen on-screen events over the course of a single piece of music, but in a game you have to make a sixty-second loop which doesn’t get annoying after a few dozen listenings. For the full interview, click on the "read" link below. flOw, from Jenova Chen and thatgamecompany, is set to be released by the end of next month. |
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IGN recently had the chance to shoot virtual hoops with the ballers of NBA 2K7 with a PS3 test unit, and they simply had this to say about the game: "...if you thought you were watching a real game on the 360, just wait till you see it on the PS3." Also, the PS3 game won't simply be a port of the 360 version, the next-gen console's version will have so much more than what the game currently offers with the 360. Aside from the visuals though, the site's preview covers a lot of other game elements such as AI, gameplay upgrades, how the tilt controller will be used to shoot hoops, and also how the online play will be integrated into the game just in time for the title's release. We won't bore with you grueling details so we'll just give you important snippets from the preview: - a lot of shot animations added in the post and new gameplay upgrades. - the team from Visual Concepts put in extra time in the motion capture studios to enhance the realism on the court. - the computational power of the system is being used to enhance a large number of the standard features that the game is known for. - shooting free throws will be done by tilting the controller back and then leaning it forward. This can be done with minor movements, but you can also hold and tilt the controller as you would hold an actual basketball. - you can also throw off free throw shots by shaking their controller whenever the other team steps up to the line, thus shaking the screen in an attempt to throw the timing of the shot off. - the PS3 renders pixels gives the game a richer appearance than the 360 version, making the game look more organic and life-like. Read on to read the full preview of NBA 2K7. |
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Check out these cool new additions to NBA Live 07 (coming out for the Xbox 360, PS3, and PSP) as EA goes back to the drawing board to provide you guys with a better build of the game. Missing features from NBA Live 06, Dynasty Mode, All-Star Weekend, and a salary cap have now been included in NBA Live 07. The newest feature is the Total Freestyle control, which is the most advanced version of ESPN Integration yet. In the Total Freestyle control feature, players now have the ability to have multiple skill packages, create a new tiered superstar system for improved player differentiation, and - best of all - the ability to toggle through the different Freestyle Superstar categories on the fly. A ton of moves have also been added, making the control more organic by moving them to the R-Analog stick. A new HUD system in the corner of the screen has been created that will show the player's FSS ability and level. A quick button press will toggle through the different FSS types and this will be displayed in the HUD. What we love though, is the ability to have multiple superstar abilities which, at a quick button press, will enable you to change your character's ability between high flyers, play makers, scorers, shooters, and defenders. Also, there are three levels of Superstars to differentiate between the players in the league, so this means that no two players are alike:
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