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Novosti iz sveta video-igara

Started by ridiculus, 25-04-2009, 05:53:06

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Meho Krljic

Vidim da se u komentarima eki bune da je Den preoštar, ali njegovo objašnjenje da se sve vreme ide kroz hodnik (bez sajd kvestova, prostora za istraživanje ili ljudi) i  da igra kompenzuje linearnost time što te spemuje Deathclawovima (po 4 odjednom) me baš ne oduševljava.

Father Jape

Posle onog trejlera sam se i pribojavao da ce biti tako, 'hodnik' ka Uliksu bez mnogo okolnih diverzija.  :(

A ja ne znam kako cu bez Buna protiv tih Smrtokandži.  :?
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Father Jape

Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Father Jape

Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

cutter

http://www.eurogamer.net/articles/2011-09-23-team-ninja-blames-nintendo-for-metroid-story

By Tom Phillips

23/09/2011 @ 11:50

Metroid: Other M's polarising plot was entirely the work of Nintendo's Yoshio Sakamoto, Team Ninja has stated.

Team Ninja's Yosuke Hayashi, speaking with G4TV, singled out Sakamoto as being entirely responsible for the game's widely-criticised story.

"We definitely worked with them on the project, but that was all him," Hayashi said, adding that forthcoming title Ninja Gaiden 3 would be "different in a lot of ways".

"There are definitely things we learned from Other M by working with Mr. Sakamoto and with Nintendo," Hayashi concluded.

Previous comments from Sakamoto, Nintendo's resident internal Metroid director, suggested the entire project was a collaborative effort.

Hayashi and Sakamoto both received director credits for the project.

Chris Donlan rated Metroid: Other M 8/10, criticising its "heavy-handed exposition, and that inane rambling from Samus".

"The clumsiness of Other M's scene-setting and characterisation eventually erodes a little of the texture of the rest of the Metroid universe," he wrote.

Father Jape

Kieron tvituje Walkeru:

Oh, (waw, waaw, waw) you'll be a woman soon.


John se zeni. :lol:
Smatram to vitalnom vešću iz sveta video-igara. -_-
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Dušman u odsustvu Dušmana.

kikec

DRIVER SAN FRANCISKO je izašao... isprobaće se. definitivno.
signature

Father Jape

Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic


Perin


http://www.gamespot.com/news/6336506/star-wars-the-old-republic-debuts-december-20?tag=topslot%3Btitle%3B2


Iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii...............Prvi & jedini (zasad) MMO za koji ću dati pare je SW: ToR (a nismo ni očekivali neki drugi naslov, jelte). Izlazi 22 decembra, sudeć' po vama mrskom Gamespot-u. Tad ću verovatno biti u Sarajevu i zarađivati novac za igru...I naravno, mentalno se pripremiti za nekoliko godina izolacije.

Meho Krljic

Strpi se pola godine i biće fri tu plej.  :lol:

Perin

Čuj, strpi se... :D

A cena tog dragulja (doduše, ja sam pogledao izdanje za kolekcionare...geekovština) jeee.......149 evra!!!!  xfoht

Meho Krljic


Meho Krljic

Ala hvale ovaj Rage. Mada bih zaista voleo da id ovim pokaže svima da nije zaostao u devedesetima.. Linkovani tekst veli da su vozački delovi izvrsni.

Father Jape

Saznah upravo ceprkajuci po Vikipediji, da Leonard Boyarsky radi u Blizzardu na Diablu 3.

(za one koji ne znaju, u pitanju je jedan od tvoraca Fallouta, kasnije osnivac Troike, koja je napravila Arcanum i VtM:Bloodlines)
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cutter

Quote from: Father Jape on 30-06-2008, 08:45:58
Quote from: cutter
P.S.
Bojarski potvrdjen kao lead world designer novog Dijabla.

Fuck me Freddy!  :?

Father Jape

Ja...

U moju odbranu, nisam se secao ni onoga za Kristofersona u New Vegasu od pre godinu dana, a ovo je bilo pre vise od tri godine!  :cry:


EDIT: Predvidjam da cu za oko mesec dana otkriti izvesni film 'Drive', i doci na forum da se odusevim njime.
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cutter

Razumljivo, ta još nisam ni domaću latinicu koristio.

Meho Krljic

Dead Island džast kent get a brejk!!!!!!!!!!!!!! Sada je otkriveno da u igri ima i golotinje!!!!!!!!! GOLOTINJE!! ZABOGA!!!! U igri u kojoj šipkama i sečivima uništavate ljudska tela otkriveno je da jedan od likova ispod suknje ne nosi veš!!!!

I sad je to problem, jer... Amerika. ESRB je već igri dao M rejting, ali golotinja nije navedena među referencama i sada se pitamo da li će igra morati da bude ponovo rejtovana. Ako dobije AO rejting, može da kaže zbogom većini prodajnih lanaca!!!

http://kotaku.com/5843556/evidently-dead-islands-xian-does-not-wear-panties-%5Bnsfw

Meho Krljic

Drugi i treći deo dnevnika Keze MekDonald o igranju Dark Souls. Divna žena. Divna. Onaj IGN je srećan što ju je preoteo Eurogameru.

http://ps3.ign.com/articles/119/1196184p1.html

http://ps3.ign.com/articles/119/1196578p1.html


cutter

QuoteStanding just out of range of his fiery exhalations, I fired arrow after arrow at his face, doing miniscule damage with each one. After about five minutes of this, he got pissed off with me and, to my horror, jumped down onto the actual bridge and stomped over to say hello. Terrified, I scampered back to an alcove further down, hiding from his thrashing attacks. I was trapped. All I could do was dart out and fire the odd arrow at him whenever there was a break in his raging.

About one hour and 300 arrows later, with the dragon about halfway towards death, I accidentally pressed the wrong button and stepped backwards off the bridge. So it goes.

čarobno...

Father Jape

Vro ambiciozan ruski mod za prvi Deus Ex:

http://www.rockpapershotgun.com/2011/09/28/deus-ex-the-other-prequel/

Story-wise, nudi drugi prequel Deus Exu, dosta poboljsana grafika itd.

Zanmljivo.
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Meho Krljic


Meho Krljic

U međuvremenu, nova igra na kojoj je radio Keita Takahashi je izašla. U pitanju je "socijalni MMO" koji se igra u browseru, pod nazivom Glitch.

http://www.glitch.com/

Meho Krljic

Evo još jednog Majnkreft igrača sa viškom vremena i talenta  :lol:

Cela uvodna špica za Simpsons, napravljena u igri

The Simpsons opening in Minecraft

Meho Krljic

Evo i spiska glumaca u Skyrimu:


       
  • Christopher Plummer (The Girl With The Dragon Tattoo, The Insider)
  • Max Von Sydow (The Exorcist, Minority Report)
  • Joan Allen (The Contender, The Bourne Ultimatum)
  • Lynda Carter (Wonder Woman)
  • Michael Hogan (Battlestar Galactica)
  • Vladimir Kulich (The 13th Warrior, Smoking Aces)
  • Claudia Christian (Babylon 5)
  • Diane Louise Salinger (Carnivale)
  • Renee Victor (Weeds)
  • George Coe (Transformers: Dark of the Moon)

Father Jape

Sto neko rece, Bethesda stalno pokusava da nedostatak dobrog pisanija zabasuri tako sto baci gomilu para na poznate glumce, koji od kojih ovi sa najzvucnijim imenima zapravo nemaju iskustva u voice actingu.
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Ima tu nešto. Meni je još pre neke dve decenije bilo gej kada su veliki holivudski glumci krenuli da otimaju leb voice actorima, počevši da rade crtane filmove...

No, da, Bethesda scenaristi ne pišu vrhunski, to je istina.

Meho Krljic

Kad smo već kod Bethesde, oni će Notcha na kraju ipak da izvedu na sud:

http://www.eurogamer.net/articles/2011-09-27-bethesda-vs-scrolls-case-going-to-court

Evo iz jednog od komentara malo pojašnjenja:

Quote

Ugh, here we go again. Another news story about the "Bethesda vs Mojang" trademark dispute, and suddenly people get all worked up with "Anti-Bethesda" hysteria without even bothering to research trademark law or, heaven forbid, the actual trademarks related to this dispute. And once more, people seem to be blindly latching on to the concept that Notch and crew are somehow victims in this whole mess. Now there's a lot more to this whole issue than the rather narrow-minded view that "Notch is right, Bethesda is wrong and being bullies" that a lot of people seem to have adopted of late. Like everything else in this world, this trademark dispute is hardly so black and white. Let's examine the facts of the issue in detail before passing judgement on either party.

First of all, the way trademark law works is once you register a trademark, you have to defend it against any and all threats or risk losing it (and this has been mentioned several times now). This doesn't mean that one company gets to use that trademark exclusively though. Different companies can hold the same trademark (well, the same trademarked word at least) for different products. For example, you're probably familiar with Id Software's trademark on "Rage", but this trademark can co-exist with other "Rage" trademarks like the "Rage" trademark on motor-scooters and another "Rage" trademark on pesticides (fun fact: there's over 30 different trademarks on the word "Rage", and the "Streets of Rage" trademark was actually abandoned in 1992). You see trademark disputes when a company owns a trademark and another company tries to register a similar trademark for the same product type (in this case it's computer games). That by itself isn't necessarily enough to pursue trademark infringement (unless you're Tim Langdell), you also have to establish a case for similarity. With "The Elder Scrolls" and "Scrolls" the similarities should be apparent to anyone who has actually looked up the two games. They're both fantasy themed and they both appear to have RPG-like elements to them. That right there is enough to establish trademark infringement for most legal courts, so Bethesda does have a fairly decent case. And again, as stated at the start of this paragraph, if Bethesda didn't take any legal action to this threat to their trademark, it could cause them to lose "The Elder Scrolls" later on.

*Please note that when I say that "Scrolls" and "The Elder Scrolls" have notable similarities, I'm talking about the kind of similarities that will determine the outcome of the case in court. Obviously "Scrolls" and "The Elder Scrolls" are two very different games and have few actual gameplay similarities. As gamers, we all know that, but we're talking about trademark similarities with a court of law, not a court of gamers. Tim Langdell got away with his whole "Edge" trademark trolling with far less, he didn't even have an argument for similarities other than they were games.*

Furthermore, it's important to consider that trademark disputes are not rare, in fact, they're fairly common. Although it must be admitted that most trademark disputes are not revealed to the public (or gather much media attention), much less announced on Twitter. Besides the Tim Langdell cases and this one, how many trademark disputes has anyone actually heard about? Not many, I'd gather. What is rather unique about this case is that it's actually going to court, as usually the two parties in a trademark dispute settle matters outside of the courtroom.

And, if you're still having doubts about the legitimacy of Bethesda's case, here's a quote from a legal expert interviewed by Wired.com last month.

" Attorney and game industry analyst Mark Methenitis told Wired.com that the publisher was just doing what any prudent trademark holder would normally do.

"The basic question here is whether the two trademarks are likely to be confused," Methenitis said in an e-mail. "There's a pretty well-established test for this under U.S. trademark law, and based on those factors, Bethesda has a reasonable argument." "

Source: http://www.wired.com/gamelife/2011/08/minecraft-bethesda-lawsuit/
Finally, before you jump to take Notch's side in this issue, you should know the specifics of his "Scrolls" trademark. I took the liberty of looking it up on the Electronic Trademark Database and it's pretty surprising. It's not just a trademark on computer-games. Notch's trademark for the word "Scrolls" includes clothing (of all types, including t-shirts), hardware platforms, boardgames, toys, hand-helds, and traditional card games. This means that Bethesda's case against Mojang may not be the last court battle Notch will have to face over this, as his trademark clearly violates the trademarks of other companies (such as the Scrolls Clothing Company, which owns the trademark of "Scrolls" for t-shirts). The sheer broadness of Notch's "Scrolls" trademark is rather astounding, as most companies specify one thing for a trademark and make additional trademark registrations for additional products (for example, Bethesda has 6 separate trademarks on "The Elder Scrolls", covering everything from clothing to their forums, but each trademark covers only one thing). I imagine this is usually done in order to avoid large-scale trademark infringements.

Furthermore, just because you make a game doesn't mean you have to register a trademark for it! The vast majority of indie games DO NOT have trademarks! It's not a legal requirement in the slightest, and Notch could keep the name of his game as "Scrolls" if he dropped the trademark. Heck, I imagine there wouldn't be much of a legal issue if he had trademarked a full title like "Scrolls: The Card Game" or anything a little more complicated than just "Scrolls".

If you're interested in doing a bit of research on this subject, I encourage you to look up the trademarks that are involved. You can find Notch's trademark (and pretty much every other trademark ever registered) at this website: http://tess2.uspto.gov/

I admit, this is mostly a rehash of a post I've already made in a previous Eurogamer article about this dispute, but with the coming of this latest news, apparently it needs to all be said again. 



Father Jape

Možda grešim, ali taj Jonathan Blow ima air prepotentne sline.
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cutter

 1)      Ako ne znaš, ne krivi tehnologiju
2)      Mila mi je svaka prilika koja se iskoristi za opanjkavanje ove precenjene igre, ali ovaj deo

Quote"However, to me, a game about portals should be inherently non-linear. If you don't make a non-portal surface at all, it means I can go from any place in the world to any other place. What would it mean to design a game around that? It might be a much harder design problem, but to me that's the excitement.

je problematičan. Za mene, osnovni šarm Portala je u tome što se odvija u strogo kontrolisanom okruženju – čija fasada vrlo brzo krene da se urušava na urnebesno dramatičan način, naravno, ali u okruženju čije su upotrebljive površine i dalje jasno definisane. U svojim najboljim trenucima, Portal briljira upravo u okviru takvih predefinisanih prostorija. Zajedljive komentare o linearnosti mogu da razumem budući da barem trećina igre predstavlja najobičnije razgledanje Aperturovog kompleksa, često sa pratiocem koji je bukvalno na šinama. Vitli, uz svu svoju uspelu karakterizaciju me je povremeno suviše podsećao na pukog komentatora dešavanja  tako da kada bi se njegovo prisustvo proširilo na celu igru, razni youtuberi koji žive od... duhovitosti koje izbacuju kao reakciju na dešavanja u komadima igara koje su uploadovali, dakle od klikova, citantnih ispada i naravno subscribera – pa ti ljudi bi se mučili da nadglasaju Stivena Merčanta jer čovek u fazi bega od Gladosice radi njihov posao. Takav humor, koji lako padne u sprdačinu, dobacivanje hecklerskog nivoa, ne smatram posebno vrednim pa je još tad u meni počelo da tinja negodovanje ispod kiselog osmeha. Reci im Džonatane, makar ne govorio o tome!

Disclaimer: nisam igrao multiplejer sa dva robota siguran sam da je to vredna dodatna dimenzija itd.

Meho Krljic

Njegova kritika Portala 2 mi je ono - kritikujem igru ne zbog onoga što jeste nego zbog onoga što sam ja zamislio da bi mogla da bude. Što je OK za kafanu, naravno, ali jeste problematično u nekom zvaničnijem okruženju... No, dobro, treba da se čuje i to, aj ges...

cutter

I da, ako se gornji citat ima u vidu, Blouu je zacelo najbolji deo igre bio kad pukne portal na Mesecu, ali mora i da je istovremeno škrgutao zbog toga što je ta ultimativna sloboda samo pogodan privid, kako bi finiš bio preteran.

cutter

Quote from: Father Jape on 28-09-2011, 12:01:13
Sto neko rece, Bethesda stalno pokusava da nedostatak dobrog pisanija zabasuri tako sto baci gomilu para na poznate glumce, koji od kojih ovi sa najzvucnijim imenima zapravo nemaju iskustva u voice actingu.
Quote from: Meho Krljic on 28-09-2011, 12:14:27
Ima tu nešto. Meni je još pre neke dve decenije bilo gej kada su veliki holivudski glumci krenuli da otimaju leb voice actorima, počevši da rade crtane filmove...

No, da, Bethesda scenaristi ne pišu vrhunski, to je istina.

Nigrs pliz.


Meho Krljic

 :lol: :lol:  Dobro, ali dobar treš tok nije isto što i kvalitetan narativ!!!!!!!!!!!1

cutter

Istina, ne mogu reći da me je išta od Elder Scrolls priče zbilja ganulo, ali štujem sheer količinu teksta koji Bethesda gomila kroz nastavke. A dođe i kao fin povod za sledeći kolaž.


Nightflier

Ima tu i nekoliko romana smeštenih u svet Obliviona...
Sebarsko je da budu gladni.
First 666

Meho Krljic

Evo za sve koji nisu kupili Frozen Synapse do sada, mogu da ga pazare na humble bundle sajtu za koliko hoće para i pomognu deci!!!! Ne propustiti, u pitanju je odlična igra i plemenit cilj

http://www.humblebundle.com/

дејан

ха, ова смрзнута синапса је генијални laser squad за 21. век.

...barcode never lies
FLA

Meho Krljic


Meho Krljic

Izašao je The Binding of Isaac. Pazario sam ga jutros na Steamu za 5 Evra a za ljude bez novca i/ ili skrupula, ima i Theta pirat. Igru je pravio Edmund MekMilen, polovina Team Meata i u pitanju je roguelike hibrid sa biblijskom pozadinom.

U drugim vestima: LA Noire, kompletna edicija stiže na PC, u Evropi jedanaestog Novembra, isti dan kada izlazi Skyrim i kada se slave neke važne stvari.

Father Jape

Hm. Mrzi me da se sad bamckem oko Bindinga. Sacekacu neke utiske prvo. -_-
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Igraću ga ja danas pa ćemo videti...

A, evo za cuttera, novi intervju sa Davidom Cageom koji je u uobičajenoj formi:

http://www.develop-online.net/features/1437/David-Cage-From-the-brink

cutter

Vizionar!

Isak je sa čisto grafičke strane toliko truo, u kreaturama koje tumaraju sobama toliko vri od putrefakcije da se njegov svet može posmatrati kao Mit Boj koji je pušten da odstoji. Prvi utisak jeste da je vredan dužeg posmatranja/pažnje prvenstveno zbog urnebesno bizarnih neprijatelja čija tela se raspliću, hodaju bez glava, bljuju muve i gore stvari. Njegov dungeon nema memlu već čisto biološki zapahne kad se podigne poklopac - otključaju vrata. Pored toga, arhinemezis je kvalitetan primerak starozavetne majke čiji sinak između nivoa zorno proživljava traume takvog Foks njuz - Holi bajbl odgoja. Koliko sam skapirao, nema levelovanja, Isak iz očiju puca suze a kao lik napreduje kroz sakupljanje/oblačenje predmeta. Tako mu merdevine omogućavaju stajanje nad kraćim ponorima, s kaišem brže trči a tu su i neki itemi čiju svrhu nisam pokapirao, recimo majčine štikle i ofinger zaboden kroz uplakanu glavu.

Dakle osnovna mehanika je šuterska, i ona bi mogla biti problem na duže staze, ili se možda pokazati kao promućurna mehanička odluka, nisam siguran. Trenutni utisak je da se radi o dosta nepreciznom sistemu gde projektili imaju težinu (dakle ograničen domet, usled toga padnu ranije) a da je dosta teško s njima precizno ciljati i tu treba tražiti komplikacije i gradaciju zahtevnosti. Eskivaža nije toliki problem, dosta se glatko klizi ali je kabasto pritom i ubijati i ne mogu reći da mi se posebno dopada čisto šuterski osećaj koji iz toga proizilazi.

mac

Quote from: Meho Krljic on 28-09-2011, 22:29:15
Evo za sve koji nisu kupili Frozen Synapse do sada, mogu da ga pazare na humble bundle sajtu za koliko hoće para i pomognu deci!!!! Ne propustiti, u pitanju je odlična igra i plemenit cilj

http://www.humblebundle.com/

Ovaj Frozen Synapse budi neke lepe uspomene sa Laser Squadom, ali ja do sad ništa nisam kupovao preko interneta. Šta treba da radim?

Meho Krljic

Pa klikni na purchase, posle je lako. Doduše, trebaće ti Amazon account,pa prvo otvori to i veži svoju kreditnu karticu za njega.

cutter

Dopunio bih se glede Žrtvovanja Isaka pošto se očigledno pokazalo da probavanje novih koncepata u zoru zna dati sasvim nesrećne rezultate kada je njihovo kapiranje u pitanju. Oh tromi ume! Još malo sam igrao i kada je o temelju igre reč, dakle o pucanju, najbolje se može opisati terminom fluidnost. Pošto sam pri prvom igranju kliktao dok ispaljujem suze umesto da jebeno držim levo dugme i vešto klizim po prostoriji. To znatno popravlja situaciju. Nije zgoreg uporediti Isaka sa Dredmorom, pri čemu mislim na način na koji se priča - tačnije humor - plasira. Ako je Dredmor nešto poput istinski duhovitog Mančkina, sa gomilom umešno napisanog teksta onda ovde Team Meat pokazuje koliko su nadareni za geg, kako mogu da proizvedu totalni urnebes koristeći se samo mimikom. Budući da se radi o dosta krupnijim... sprajtovima nego u Meat Boyu onda je i celokupna animacija ovde mnogo bliža onim međusekvencama sa Doktorom Fetusom.  Zapravo sam želeo da uporedim dva različita koncepta, onaj Dredmorov gde sve vrvi od statistika i opisa i ovaj Isakov gde se zapravo često ne zna šta čemu služi pa je anegdotalna vrednost povelika... no učinilo mi se da je u jednom trenutku u ćošku sevnuo opis osnovne karakteristike jednog predmeta tako da je moguće da igra i nije toliko hermetična kada je o njihovim svojstvima reč. I ovde sve što se može odenuti/nakačiti drastično menja izgled nesrećnog dečaka, odsustvo takvih vidljivih posledica izbora opreme je verovatno najveći Dredmorov nedostatak. Glavni utisak o Bindingu Isaacovom i onome što je Team Meat ovde uradio sa roguelikeom bi se mogao sažeti kroz termin effortless ili kako bi naš narod rekao, pogodili su ga ko iz pičke.