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orb
Hah, What's up with the 16 guests LoL

orb
gawd who is that poor bastard that lives in Blythe?

orb
@Blud, Morning. I will be on TS, I have uploaded something in TS and I need to talk with you when your eyes are open. LOL

orb
oh noes

orb
No powers on COOP server...Blud or Solar...could you look into it? Thx

kiwirambob
" Happy birthday " .....
" Lancerevo1xx and John_Coruna "
Can i blow yer candles out....lol
Have a great fantastic day guys

kiwirambob
Well its the weekend.." Lets rock the gaming world "...Yahooo

kiwirambob
WOW.. " Jangman "... Birthday boy
Have a great day

777deepinyoo
Happy Birthday guys hope its a good one.

orb
Happy Birthday to all of you jeesh.


 
 
 
 
 
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»The MMO Report: Thursday, September 9th
Casey is back! Fresh from his domination of Mount Whitney, Schreiner came back to tell you about all ...
»Assassin's Creed: Brotherhood Multiplayer Beta Dated, PC Version Pushed To 2011
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Thursday 09 September 2010
 
 
FarmVilles or FarmVillians?
Former employee says Zynga CEO encouraged workers to copy competitors

You know when Hollywood cons you into thinking a character is lovely and warm before revealing them to be a cold calculating villain by the end of the film? Well, if allegations from an anonymous source are to be believed, some would say FarmVille developer Zynga could be the real-world equivalent.

An ex-employee of the FarmVille team has recounted Zynga boss Mark Pincus' alleged words: "I don't [CENSORED] want innovation. You're not smarter than your competitor. Just copy what they do and do it until you get their numbers."

Interviews conducted by SF Weekly with several former Zynga workers apparently indicated that stealing other companies' game ideas and then using the company's market clout to crowd out the games' originators was the norm.

The former employee went on to reveal Zynga's unofficial company motto of "Do Evil", which is an adaptation of Google's much friendlier "Don't Be Evil".




"I would venture to say it is one of the most evil places I've run into, from a culture perspective and in its business approach," the source said.

"I've tried my best to make sure that friends don't let friends work at Zynga."

FarmVille became popular via social networking on Facebook along with games like Mafia Wars, also developed by Zynga. Social media analyst Lou Kerner estimated that Zynga would be valued at $5 billion if the company were to go public in earlier this year.

[Source: CVG, SF Weekly, Business Insider ]

Posted by BLuDKLoT on Thursday 09 September 2010 - 20:39:40 | Comments: 0  |  printer friendly create pdf of this news item
 
 
 
Wednesday 08 September 2010
 
 
Front Mission Evolved – hands-on
The Front Mission series is known for its tactical, turn-based SRPG gameplay, but as the title suggests, Front Mission Evolved is changing things up with a new genre – Evolved is the series' debut third-person shooter. Of course since FME is still a mech game, it's all about creating and customizing your mech to your heart's content. Each mech can equip four weapons at once – left arm, right arm, left shoulder and right shoulder. You can also equip a backpack to your mech with any number of effects, like an agility pack to help you move quickly, a regeneration pack to heal you, or a shockwave pack you can use as an additional weapon. You can make your mech quite nimble and fast with less defense, or you can go heavy and slow but be able to take a beating, or anywhere in between. Different classes of mechs also let you specialize your talents, like tough brawler mechs or healing specialist engineer mechs.



In both single and multiplayer, your mech (called a wanzer in the game) has three health gauges: arms, legs, and torso. When your arms are damaged your firepower decreases, and when your legs are damaged you move more slowly, and either gauge can be completely depleted without killing you, but your arm and leg health won't regenerate unless you find a health pack. Your torso, however, does regenerate health over time, but if your torso gauge runs out you're dead. You can use this strategically against various enemies to cripple them selectively as needed.

In a first for the series, you play parts of the solo campaign outside of your wanzer, in a regular third-person shooter mode. It makes sense in the story, since occasionally protagonist Dylan Ramsey has to infiltrate enemy bases a little more discreetly than walking around in a giant mech suit allows.



For fans of the Front Mission series, we're told that despite the genre change of Evolved, the events of the story all take place in the same world as the previous tactical entries in the series, so you'll recognize the political factions and settings. The story begins with an attack on New York, and Dylan Ramsey takes a prototype mech to pursue the culprits and get to the bottom of who's involved, and he suspects his father may play a role. The locations he travels throughout the story are varied, from Manhattan to deserts and jungles to Antarctica.

While the story missions we saw were strictly hands-off, we did get to try a few rounds of online multiplayer for ourselves with the developers. It's definitely fast-paced for a mech game, and since there's often not a lot of cover in areas (and some cover is destructible as well), quickly dodging enemy attacks, especially homing missile attacks, is key. We played a few four on four rounds, first in a domination mode where teams had to capture turrets on the map and hold them for as long as possible. Melee attacks become critical here too, and the metal-on-metal crunch of one mech slugging another is quite satisfying.

We also played a round of supremacy mode, in which you similarly fight for locations on the map. In this mode, once we secured a location, we were told to retreat to cover behind some buildings and try to pick off members of the opposing team as they approached the location to secure it, which was out in the open. There are also two other modes, a deathmatch and a team deathmatch, that we didn't get to play in our session.

Front Mission Evolved comes out later this month on September 28th, so look for our full review then.

[Submitted by Carolyn Gudmundson, GamesRadar US]

Posted by BLuDKLoT on Wednesday 08 September 2010 - 20:33:16 | Comments: 1  |  printer friendly create pdf of this news item
 
 
 
Monday 06 September 2010
 
 
FreeFalcon 5.5: F-4 Phantom II forever
This is a user created vid, made by Chazflyz. This is one of the best FF5 vids I've seen so I wanted to post it here for you guys!





[Submitted by BLuDKLoT]

Posted by BLuDKLoT on Monday 06 September 2010 - 22:08:30 | Comments: 4  |  printer friendly create pdf of this news item
 
 
 
Monday 30 August 2010
 
 
BioShock 2: Minerva's Den DLC
The upcoming Minerva’s Den DLC is its own little mini-adventure, taking place during the same events of the main BioShock 2 game, but all the way on the other side of the city from Subject Delta’s rampage. This time, in keeping with the whole prototype Big Daddy thing, you’ll play as Subject Sigma. Things begin along the lines of BioShock’s main theme of choice and control – you’re lumbering along as a mindless Big Daddy, not in control of your actions, when something not entirely clear happens to break you out of your stupor.



Right off you’re immersed in Rapture’s dangerous world – except this time, it’s even more dangerous, because Minerva’s Den, an area of the city that’s been essentially sealed off, is host to advanced splicers – splicers who can use plasmids. To help you out, you have two new items at your disposal: the Gravity Well plasmid and the Ion Laser. The Gravity Well doesn’t really function much different from the Cyclone Trap – it sucks enemies (and debris) into the air. The difference, however, is hilarious: splicers, once sucked into the air, orbit around the well comically, and of course you can take pot shots while they fly around.

The Ion Laser obviously shoots a continuous beam of death – a yellow one, which is a color usually neglected in laser weapon design. Anyway, it’s horrifically powerful, tearing down life bars in a second. Again, functionally it’s not so different from a machine gun, but it has the fun factor. It also can be outfitted with alternate ammo, like the Burst Cell, which changes the laser color to blue and allows you to charge up one big super-shot, which is handy for finishing off a Big Daddy.



The theme of Minerva’s Den is computing technology. With the time period still in 1968, computers aren’t the sleek, small tech we’re used to in games. There are banks of computers running up to the ceiling, full of blinking Christmas lights and looking suitably archaic. Charles Milton Porter, the designer of Rapture’s computing tech, will play a major role in Minerva’s Den. He’s the mind behind the sentries and other security systems we’ve come to know over the course of the series, so it’s pretty cool to finally see where all this stuff comes from.

Along these lines, we’re promised to get some answers to questions left hanging from BioShock 2, such as the unresolved fates of certain characters. One new character we get to meet is the Thinker – the brain of Rapture, so to speak. During our play we only got to hear a polite greeting from the Thinker’s voice, and it was creepy in a GLaDOS kind of way. We’re hoping to get into an epic confrontation later on, or maybe a cool super hero team-up.

There’s also the new Big Daddy type – the Lancer. He’s another “skinny” Big Daddy like Delta and Sigma, and he’s armed with the same Ion Laser you have, so he’s pretty scary when he starts cooking your goose with ultra-precise beams from afar. He also has one special move you don’t – a blinding flash of light that works like a flash grenade. If you see him charging up to do it, you can look away to keep from getting blinded.



Note that while Minerva’s Den features lasers and computers, it doesn’t feel so high tech as to be incongruous with the rest of Rapture. It actually fits in perfectly, and has the usual crumbling plaster and water leaking in everywhere. It contains three distinct areas to it, and will constitute a size comparable to a decent portion of the main game – the devs are hesitant to say how many hours it will take since everyone plays at a different pace. The DLC is expected to become available in a few weeks.

[Submitted by Matthew Keast, GamesRadar US]

Posted by BLuDKLoT on Monday 30 August 2010 - 19:32:59 | Comments: 0  |  printer friendly create pdf of this news item
 
 
 
Monday 23 August 2010
 
 
BioShock Infinite — Irrational Games trades the sea for the sky
Following a teaser trailer revealing its super-secret, much speculated over, and eagerly anticipated BioShock follow-up, Irrational Games' real-life Big Daddy, Ken Levine, stated, “so obviously you’re not in Rapture anymore.” Talk about an understatement. More spiritual successor than sequel, BioShock Infinite takes gamers above - far above - the doomed underwater utopia to Columbia, a city in the sky. This floating World’s Fair of sorts, constructed on hot air-powered airships was “designed to demonstrate to the world by example the founding democratic principles of the United States , the product of American ideals, endeavor and industry.” explained Levine.




Like BioShock’s soggy city, though, things are not as they seem in Columbia. As the story goes, the majestic city in the sky was secretly armed to the teeth, a “Death Star” as Levine put it. This led to a mysterious and disastrous international incident that saw the government disavowing Columbia, forcing it to go rogue and disappear into the clouds. Fast forward to 1912; you’re Booker DeWitt, a disgraced former Pinkerton agent with a reputation for “getting things done,” who’s hired to seek out the skyward metropolis and rescue Elizabeth, apparently a woman of great importance.

Our demo opens with DeWitt’s arrival in Columbia, a beautiful place evoking a strong patriotic vibe; think turn-of-the-century Americana, 4th of July, and Main Street brimming with red, white and blue pride. Of course, Columbia resides within BioShock’s universe, so despite practically being able to smell the apple pie cooling on granny’s window sill, this place is more like a Norman Rockwell painting from Hell. We get a taste of this as DeWitt strolls by an almost catatonic man dragging a newspaper cart with a missing wheel. The oddly expressionless figure and his lame cart - its metal wheel housing sparking against the cobblestones - effectively sets our spines tingling in the same way the woman crooning to the gun in the baby carriage did in Bioshock’s opening moments.



From this point, our stroll through town only gets creepier; a woman sweeps the porch of a flame-engulfed grocery store, seemingly oblivious to the blinding blaze nipping at her backside; black crows compete with flies to feast on a horse carcass; and, taking the prize for most disturbing scene in Columbia, a crazed politician preaches to absolutely no one in a town square. Surrounded by barrels of guns, this Uncle Sam-looking madman encourages us to take up arms against foreigners right before he flashes in and out of some strange blink-and-you’ll-miss-it transformation, identifies DeWitt as an enemy, brandishes a hook, and uses said hand claw to flee via Columbia’s zip line-like rail system.

If there’s any doubt we’re not in Kansas - or Rapture - anymore, this mind-screwing scene squashed it like an Adam-oozing slug under a Big Daddy’s boot. From here, DeWitt grabs a sniper rifle from one of the barrels and treats us to some of Infinite’s FPS gameplay. Separated by the rail system, which Irrational’s Lead Artist Shawn Roberston later describes as the “Skyline, which was originally meant for carrying freight around the city, but has been repurposed for the people to transport themselves.” , DeWitt scopes in on a distant cannon-firing baddie. The ensuing exchange is less about showing off the gunplay than displaying Columbia’s sky-stretching expansiveness, again reminding we’re no longer in Rapture’s suffocating confines.



With hot lead properly placed in his enemy’s skull, DeWitt takes to the Skyline with some hesitation and soon lands in another part of Columbia. He enters a saloon where he’s stared at suspiciously by its armed patrons just before using a Plasmid-like telekinesis power to strip some hooligan of his shotgun. In doing so, he also offers a neat little you-couldn’t-do-this-in-Rapture nod by actually firing the hand cannon while it’s still floating toward his grip. But this was nothing compared to his next trick; unleashing a power that makes BioShock’s bee swarms look about as menacing as a lone mosquito, he conjures a room-eclipsing flock of crows to finish his fight, the assumed result of a tonic we’d sipped earlier dubbed Murder of Crows. The birds’ blackness swallowing up the screen makes for an impressively macabre, chaotic, and deadly display that instantly has us counting the days till we can sample some of this killer-bird cocktail for ourselves.

The concluding moments of the demo offer an almost dizzying display of powers, characters, and plot points that our brains are still struggling to decipher. In the wake of the saloon massacre we meet Elizabeth, who soon reveals some baddie-blasting powers of her own. At one point DeWitt combines his apparent ability to shoot electricity from his fingertips with her power to summon a storm cloud, resulting in a half dozen or so foes being fried by shooting lightning - take that Electrobolt Plasmid! We then witness DeWitt and his new weather-controlling sidekick unleash a similarly devastating offense against a bizarre robot-like baddie; the towering menace, which we’re pretty sure could take a Big Daddy in a fight, was a weird cross between a gorilla and a mech, save for its exposed human face which resembled that of an old timey boxer, complete with waxed hair parted severely down the middle and a curly mustache - like we said, bizarre. DeWitt and Elizabeth take on this behemoth with a collaborative effort that seems to have him shooting a large ball that she constructed - telepathically, of course - from pipes, pots, pans, and other metallic objects.



Finishing with a fade-to-black cliffhanger, the demo leaves our protagonists at the mercy of an enormous black, winged creature that wouldn’t look out of place battling Godzilla atop a Tokyo skyscraper. Needless to say, our time with Infinite left us with more questions than answers, and its brain-bending impact will no doubt take up residence in our minds until Irrational decides to share more with us. This early reveal was all about introducing Columbia, explaining its backstory, and teasing what promises to be a twisted tale on par with BioShock’s engaging yarn. The studio is revealing few, if any, details on pretty much everything except the set-up and setting; many of our questions were met with “We’re not talking about that right now.” responses. Still, there are some seemingly obvious defining features involving Plasmid-like powers as well as some sort of sharing of these abilities between DeWitt and Elizabeth. Additionally, Columbia seems to be populated by its fair share of freaks harboring deadly secrets and devious motives. But many more subtle mysteries, like the reason Elizabeth’s nose bleeds after helping DeWitt, will keep are brains busy until what already looks like another winner from Irrational Games hits in 2012.

[Submitted by Matt Cabral, GamesRadar US]

Posted by BLuDKLoT on Monday 23 August 2010 - 18:28:05 | Comments: 1  |  printer friendly create pdf of this news item
 
 
 
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