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Entries Tagged ‘Gaming’

Latest Battlefield Bad Company 2 Patch Boots SecuROM from Steam Version

We never thought we’d declare DRM the least of a game’s problems, but even though Battlefield Bad Company 2 has 99 problems, at least SecuROM DRM ain’t one.

In addition to squashing a number of bugs and shining up the game’s UI, a recent patch stripped Battlefield Bad Company 2’s Steam version of its – most would say – unneeded SecuROM DRM. After all, Steam’s a big PC gaming platform now. It can take of piracy protection itself.

Sadly, if you didn’t acquire your copy of the game from Valve’s storefront, consider yourself stuck in the bad company of SecuROM for the time being. But hey, here’s this nice list of changes and upgrades to take your mind off that depressing reality. Better than nothing, we suppose.   

81 Places I’d Love to See the PlayStation Move [PhotoshopContest]

81 Places I’d Love to See the PlayStation Move [PhotoshopContest]

Razer Shows Love for Southpaws, Releases First Gaming Grade Mouse for Lefties

Well hi giggly hey, Razer, if Ned Flanders were a gamer, this might be the happiest day of his life. That’s because Razer just announced the first gaming grade mouse designed specifically for left-handed fraggers – son of a diddly!

"Leftie gamers have long been requesting that we develop a gaming grade mouse that is designed exclusively for the left-handed gaming community and we really value the feedback we receive from our fans," said Robert ‘Razerguy’ Krakoff, president, Razer USA. "Not many gamers know this, but I am a southpaw myself and feel truly excited to have a mouse that fits perfectly in my left hand. There is really no substitute for gaming with your naturally dominant hand."

Before right-handed gamers cry foul, this isn’t an entirely brand new model, but a left-handed version of the popular DeathAdder gaming mouse. As such, lefties get the same benefits of their right-handed brethren, including a 3500dpi 3.5G infrared sensor, 1000Hz ultrapolling, 1ms response, on-the-fly sensitivity adjustments, five programmable buttons (including two on the right side), and everything else you remember about the Death Adder.

Razer has the DeathAdder for lefties on backorder for $60.

Image Credit: Razer

Developers: Nintendo DS2 To Be Revealed At E3 With Accelerometer and Higher-Res Screens [Nintendo]

The Game Boy: The Case of Infinity Ward Vs. The People

Seeing Tim Burton’s “Alice in Wonderland” on its opening night was a surprisingly illuminating experience for me. For one, I learned that – in my case, at least – introspection and trying to not get trampled by an ocean-like mass of 200 some-odd frothing, cosplaying fans are activities that go hand-in-hand. But as I watched/avoided becoming a doormat for a bunch of Wonderland wannabes, I realized something else: these people didn’t brave the cold (and the dark corners of their parents’ closets) because of their undying love for the timeless tale of Alice and her oddball companions. They did it because Tim Burton’s name was attached to the film. It could have been Tim Burton’s “Barney the Dinosaur” and they’d all have donned purple dinosaur costumes in a heartbeat.

I highly doubt that Infinity Ward’s planned not-Modern Warfare 3 project would’ve been received with such open arms. And evidently, so does Activision.

After all, former Infinity Ward bosses Jason West and Vince Zampella felt so creatively confined as to allegedly defy their contract with Activision and start making eyes EA, so clearly someone wasn’t exactly gung-ho about the Call of Duty creator’s bold new direction. Knowing Infinity Ward, though, regardless of the form the new project took, it probably would’ve been a fantastic game. So what gives? Well, at this point, I can only speculate, but money talks, and it’s telling me that Infinity Ward’s mystery game simply wasn’t a guaranteed mega-hit like Modern Warfare 3’s destined to be. Activision, in case you’d forgotten, likes money quite a lot.

So, what’s our Hot Topic-friendly pal Tim Burton have to do with all of this? Well, like many other big-name directors, he’s a commodity all on his own. Fans flock to theaters to see his movies – regardless of whether or not they’re associated with a well-known brand. Generally speaking, the same cannot be said when it comes to gamers and triple-A development studios. Hell, I’d wager the majority of Modern Warfare fans don’t even know what an “Infinity Ward” is.

Which is a problem. A big problem, in fact. So long as gamers see Infinity Ward as “those guys who make Modern Warfare” and, say, Bungie as “those guys who make Halo,” publishers like Activision and Microsoft will be able to push them around. (Hell, Bungie was even forced to buy back its freedom from Microsoft in order to finally work its way off the never-ending Halo assembly line.) We can ramble on-and-on about how much we want innovative ideas and original IPs until we’re blue in the face, but money will always have more wind in its lungs.

And sadly, even execs who seem to stick their fingers in their ears and scream “lalalalala” can still hear what gamers’ money is saying: “More of Big-Name Franchise X! More, more, more!” Need evidence? Look no further than Call of Duty, whose development changes hands every other year, yet its sales never miss a beat. That development strategy works because we let it work. Or rather, because we add fuel to its fire.


Believe it or not, game developers are very creative people. Many of them are chomping at the bit to push boundaries and forge new paths, yet time and time again, they’re stuck working on the same franchise for five-to-ten years at a time. And while it’s easy to point the finger at corporate greed and save your conscience from a little heavy lifting, the reality remains that we’re in a position to do so much more than that. If we start paying more attention to who’s making the games we play and less to what those games claim to be, we’ll be much better for it. After all, the wolf claimed to be Little Red Riding Hood’s grandmother, but that didn’t stop him from swallowing her whole the first chance he got. It’s not the name that matters; it’s the person behind it.

By only judging our proverbial books by their covers and not reading further into who created them, we risk allowing quality to suffer as well. It’s simple logic, after all: if you can spend less time and money on a project but still reap just as large of a profit from it, why go the extra mile at all? For that reason alone, it simply doesn’t make sense for us to ignore people in favor of brands, yet for some reason, many gamers do it anyway.

So, what happens when gamers actually start valuing creative talent? That’s when we get developers like Valve, Blizzard, and BioWare. When these developers dive headlong into a “risky” new project, gamers’ fears of the unknown take a backseat to reassuring utterances of “Oh, it’s Valve” or “BioWare’s never let us down before.” And lo and behold: those developers are dishing out some of the most interesting, innovative games in the business, and we’re eating them up. Dragon Age and Left 4 Dead are two of the most successful new IPs in years. And believe it or not, at one point, World of Warcraft was a tremendous “risk” on Blizzard’s part. Just look how that turned out.

It’s a mutually beneficial system, you see. We get better games and developers get to move forward, unconstrained by demanding publishers and fearful investors. Of course, right now, Valve, Blizzard, and BioWare are exceptions to the rule. It remains to be seen, then, if this particular exception can become the rule. Oh hey, would you look at that? Is that a ball? Did it just bounce into your court? Well, that’s some excellent timing. I had this big concluding paragraph prepared, but the improbably convenient ball-court symbol’s so much more effective. So I think I’ll just leave it at that.  

In Depth: The tech tricks behind the world’s greatest racing games

From the arcade heyday of titles such as Atari’s Pole Position and Yu Suzuki’s sublime OutRun for Sega back in the 1980s, driving games have always been a mainstay genre in the videogame business.

2010 is certainly set to be a golden year for petrolhead gamers and fans of virtual racing, with Polyphony Digital’s epic PS3 title Gran Turismo 5 finally moving into view later this year. Bizarre Creations (of Project Gotham Racing fame) is currently putting the final touches to its intriguing arcade battle driving game Blur (due later this summer) and superbike fans are being treated to the latest critically-acclaimed MotoGP 09/10 from Capcom later this month.

MOTO gp 09/10: realistic track creation is at the heart of capcom's latest racing game

MOTO GP 09/10: Realistic track creation is at the heart of Capcom’s latest racing game

TechRadar spoke with a number of the leading developers in the genre, including Gateshead-based Eutechnyx (most recently known for last year’s SuperCar Challenge) and some of those name-checked above, to find out more about the latest technologies and development tricks and techniques that go into making ever-more realistic circuits and track-side environments.

Capcom’s new Moto GP title features highly advanced dynamic lighting and some incredible post processing effects. They really do make you feel that you’re sat astride a superbike tooling around ultra-realistic tracks at breakneck speed.

The game was also designed using a technique called dynamic colour saturation, something generally used in the best first person shooter games, which slightly intensifies the palette when you overtake a bike.

“If you’re in first place, it will conversely desaturate when you’re overtaken,” explains Capcom’s Harvey Parker, the Art Director of the new game. “It’s subtle, but added up; these visual tricks create a more immersive experience for the player.”

PLAYSTATION 3's finest: polyphony digital's much-awaited gran turismo 5 due soon

PLAYSTATION 3′S FINEST: Polyphony Digital’s much-awaited Gran Turismo 5 is due soon

Studios increasingly have to meet the high expectations of today’s players, who crave the most immersive and realistic driving experiences possible. “In a current project we are focusing a lot on the surface of a track, giving multiple areas of the tarmac specific and unique surface properties,” says Eutechnyx’s Lead Designer, Gareth Wright.

“This enables players to experience every bump and crack in the road surface. If players drive over even the thinnest join in the tarmac, they will feel it.”

Developers can now also assign specific sounds to different surfaces and coloured tarmac on the track, as well as flag certain areas to offer more or less traction, which can differ even more depending on the track’s current temperature and the weather conditions in the race.

For the Eutechnyx man, the ultimate objective is to make the player “feel like a real driver, with the ability to learn the best lines around every track, through sight, sound and feel.”

How to make the best in-game tracks

“The first thing we do when creating a new track is to liaise with Dorna – the licence holders and organizers of MotoGP,” says Capcom’s Parker. “It will send us any plans and maps that not only show the topology, but the safety features and race event logistics. As you can imagine, these are an essential first step for the artists, for accuracy of scale and object placement – such as TV cameras and team trucks.”

ATTENTION to detail: capcom's art teams visit every single track digitised

ATTENTION TO DETAIL: Capcom’s art teams visit every single track digitised

After that, the next step is for the team to visit the track during a race weekend, when Capcom sends a couple of artists down to the circuit to get an overall feel for the location.

The final rendering is based on thousands of photos of the track, along with helicopter aerial shots of the tracks provided by Dorna. “These are very useful in obtaining an overall direction of palette, geographical scaring and also things like crowd congregation,” notes Parker.

WHEELIE! don't try this at home kids...

WHEELIE! Don’t try this at home kids…

Capcom’s Pune studio in India recreates each object and building in 3D Studio MAX, while an artist in the team’s Manchester or Nottingham studios will work on the track itself, creating a spline of the track that is then raced on and improved by the design team until it is pin point accurate.

After rigorous testing and once the track terrain and objects and buildings are ready, the circuit is handed over to the team’s lighting expert, “who bakes in Lightmaps in MAX and sets the sun, light scattering, bloom, bounce lights etc, all within our game engine, live on the console.”

Many studios prefer to develop their own in-house, proprietary middleware to help them create tracks. One such team is Gateshead-based Ferrari Challenge and SuperCar Challenge developers, Eutechnyx. It uses its own in-house 3D package named Mapper 2 to create its racing tracks. Lead Designer Gareth Wright explains.

“Within Mapper 2 our artists can use a spline-based track generation tool called Track-Gen to draw a basic circuit shape and create a template very quickly. This feature eliminates the need to ‘hand-map’ the initial track template and saves a lot of time.”

REALITY mash-up: bizarre creations' blur mashes up a number of real-world locations

REALITY MASH-UP: Bizarre Creations’ Blur mashes up a number of real-world locations

Eutechnyx’s Mapper 2 software is constantly evolving and provides the developer’s art team with a lot more freedom to quickly create the initial layout of a new track. It also contains time-saving features such as auto generation of walls and barriers, lane creation, and auto base texturing, which, Wright notes, “allows the base template of even the most complex circuit to be completed accurately in around a week.”

The key benefit here is that the game’s designers and car artists can access the track very early on in the production process, getting their early car models driving around it to test out vehicle handling, as well as setting up AI paths and developing basic environment effects.

The tracks are then developed using data based on track plans, architectural blueprints, satellite imagery and thousands of ground-level and 3D photographs taken by the track team – all of which helps to create the detail and accuracy of a track (camber, height data, corner angles, road width, undulations in the road surface and so on) from the initial template.

The difference a decade makes

“After all the various objects have been built, textured and placed accurately, the track is lit, shadows are burnt in and any post-processing effects are implemented,” says Wright. “Layers of tools are in place allowing the level designs to alter the mood of the track with lighting, temperature, and atmospheric effects.”

Memory is also saved by using the lower LODs (Levels Of Detail) for sections of the track that are out of view or in the distance. As the player approaches such areas, higher LOD’s are smoothly drawn in around them, giving the gamer the illusion of being surrounded by the highest level of detail all the time. Overall, it will take a team of four to six artists anything up to eight weeks to fully complete a track.

BIRD'S eye: hockenheim, as seen from the air in supercar challenge

BIRD’S EYE: Hockenheim, as seen from the air in SuperCar Challenge

“Ten years ago there was not a lot of difference in the time taken – tracks used to take much longer to create but on the flipside did not need to – and due to constraints – were incapable of being anywhere near as impressive as they are today,” notes the Eutechnyx man. “Trees were sprites, walls re-used the same repetitive texture, and blocks of crowds were a single cut-out shape with no animation.”

Digital photos, laser scans and fan feedback

The biggest tech breakthrough in the last ten years in track digitisation has been the advent of affordable digital photography. “In the past we’d have to send films away to develop and await their return with fingers crossed, hoping we’d have all the reference we desired,” Wright recalls.

“Nowadays this initial part of track recreation is much easier, with the ability to capture thousands of images, knowing that you have exactly what you need, and upload them immediately to our 3D guys in the UK and China.”

SUPERCAR challenge: eutechynx explains how it uses its own track creation tools

SUPERCAR CHALLENGE: Eutechynx uses its own in-house track creation tools

The latest tech that racing game studios are now exploring is laser scanning. “We’re yet to conduct our first circuit scan,” says Capcom’s Harvey Parker, “but the ’stars are in alignment’ and this should be happening soon. For me, this is as exciting and progressive as digital photography was back in the day. From these scans, we are looking to obtain cloud data accurate to 3mm…it just doesn’t get better than that!”

LASER scanning: the next big tech development in track creation

LASER SCANNING: The next big tech development in track creation

Eutechnyx also makes use of the feedback from its very dedicated and vocal following of players who discuss all aspects of their favourite tracks in our own racing games and others. “This information – such as what players like and don’t like, how players of varied skills like to race, and the tracks and conditions they prefer is invaluable to us,” says Wright.

Additionally, the team uses the guys in the forums to beta test new tracks alongside the in-house QA team. “Players on the forums relish the opportunity to race the new tracks and in turn help us see areas of a circuit where players may be able to cut corners, or sections that newcomers find too difficult.”

Fun, frolics and developer jollies

While it is clear that effective track digitisation involves thousands of hours of hardcore attention-to-detail design work, there is still some fun to be had along the way and plenty of battle stories to tell the mates back home in the pub.

“We were held up by gun toting police on our way to the Nelson Piquet circuit in Rio…our hire car full of equipment and the only English the ‘law’ appeared to know was the word ‘money’”, recalls Capcom’s Harvey Parker.

“I also asked Rossi if he would swap bikes with me in Motegi Japan. I was astride a rather fetching mini fold up Japanese push bike at the time. Suffice to say I got my bike signed, but Rossi continued the season on the back of his Yamaha.”

SWAP you? want to swop your superbike for my pushbike?

SWAP YOU: Want to swap your superbike for my pushbike?

Most motorsports developers, unsurprisingly, share a passion for cars and bikes and racing games.

“We like to think of ourselves as an extension of the sport,” is how the Capcom man describes it. Rather coolly, Capcom has been able to create a number of tracks that are yet to be built in the real world – even being able to alert the construction workers to possible glitches in the track design before they are even built.

Taking those thousands of reference photos while out on location can also draw attention from passers-by, recalls Chris Downey, Lead Environment Artist at Bizarre Creations.

“We often get strange looks as we are photographing a streetlamp or trash can,” says the Blur artist. “But the funniest thing ever to happen was during a trip to LA to gather research for the game’s locations. On this particular occasion we were photographing various sections of the LA River and we received a little more attention than we could have possibly imagined.”

BIZARRE blur: project gotham racing devs' latest is out this summer

BIZARRE BLUR: The Project Gotham Racing devs ran into a spot of bother in L.A.

“While we were on a bridge taking pictures of the river below, we were unaware that next to the bridge there was a police HQ from which helicopters were taking off and landing. After a while, we noticed that one of the helicopters had been circling above us for quite some time at first from a distance but as time went on it circled closer and closer. By the time we had realised that it was us they were focusing on, three police cars came screeching up to us with their sirens blazing.

“We were then kept at the road side for around two hours while we waited for a big scary detective they had called to the scene. When he arrived we were all questioned individually. Luckily the police were eventually persuaded that we were just some people wanting to make a videogame rather than terrorists, but for some time we were worried about how it was going to unfold!”

Darkworks New SDK Offers 3D Gaming Experience Without a 3D TV

Paris-based Darkworks is wandering the floor at GDC making some pretty big promises. They say their upcoming TriOvis for Games SDK will allow developers to build in 3D support to 2D games. The real benefit would be that it would not require the purchase of a 3D capable display.

Darkworks is saying that all the 3D-ification happens in the software and the special 3D glasses. Apparently, this means those not wearing glasses would see a regular 2D image without the blurring of a 3D image. The technology will be available for PC, PS3 and Xbox 360.

If this proves to be a feasible option, we may see DLC for existing games that enable 3D with the TriOvis system. Darkworks has said that the process of adding TriOvis to an existing game is very simple, taking anywhere from a few days to a week. We are really floored by the possibilities here. Let’s hope this is for real.

drkwasd

Epic Ports Unreal 3 Engine to Palm’s webOS

While cloud-enabled gaming has the potential to deliver games like Crysis to smartphone screens in all their glory, owners of Palm webOS phones can do with far less for the time being. Palm is tying up with Epic Games in a bid to bolster the entertainment value of its webOS platform.

Epic has successfully ported its insanely popular Unreal Engine 3 to Palm’s webOS just like it managed with the iPhone. It today demoed the game engine on a Palm Pre Plus at the ongoing Game Developers Conference in San Francisco.

This means that developers will be able to leverage Epic’s popular game engine in combination with Palm’s new Plug-in Development Kit (PDK) to develop more powerful games for webOS phones.  Unlike on the iPhone, games running on a webOS phone can be pushed to the background as the user engages with other apps.

PlayStation Move: We Take It For a Test Drive [VIDEO]

If you’re a gamer, you might have heard about yesterday’s news about the PlayStation Move, Sony’s answer to the Wii Remote and Microsoft’s upcoming Project Natal motion controller. In a demonstration yesterday, the company showed off the device, which utilizes remote-like controllers and the PlayStation Eye camera to capture your movements and turn them into actions on the screen.

We’ve seen plenty of screenshots and heard a lot about the controller’s capabilities, but we wanted to find out for ourselves whether it really could make the PlayStation more competitive with its counterparts. That’s why I decided to take the system for a test drive here at the Game Developer’s Conference (GDC) in San Francisco, California.

Did it live up to expectations? Could it challenge Nintendo and Microsoft in gaming? I’ve got some thoughts on the matter:

PlayStation Move: Sony Played It Safe

First, a little bit about the PlayStation Move: it is a two-part control system. First are the handheld controllers, which act essentially as Wiimotes. The main controller comes with a lighted color ball on the top though — this is an essential component for the second part of the Move: the PlayStation Eye camera, which tracks your movements on screen. Combined, you get a controller system.

When I held the remote-like device in my hands and actually got to play with it, I immediately became aware of two things: its accuracy and its augmented reality features. It feels just a little more precise than a Wiimote with the MotionPlus controller. Because it uses the camera rather than the senor bar that the Wii utilizes, it can more accurately catch your motions. It also translates them onto the screen with your face on the TV.

I was impressed with the augmented reality aspect of the PlayStation Move more, though. The lighted ball on my controller turned first into a paintbrush, and then a fly swatter. It didn’t have the lag that a lot of other systems deal with, which made the experience enjoyable.

Is it that much better than the Wii, though? To be honest, I think the answer to that question depends on how developers use the PlayStation Eye camera to enhance their games. If they focus on the controllers, then it’s just a fancy Wiimote. If it focuses on bringing you into the game via the camera, then there are some real possibilities.

In the end though, Microsoft’s Project Natal is still going to garner the attention and the hype, as it is a bolder step into motion control. Sony essentially played it safe with the Move, while Microsoft’s implementing an all-or-nothing strategy with Natal.

Here is me in action with the PlayStation Move:

PlayStation Move Demo Video

Tags: games, gaming, microsoft, Natal, Nintendo, playstation, playstation move, project natal, sony, video games, Wii, xbox