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Next Generation -
8 hours and 47 minutes ago
img
src="http://www.edge-online.com/files/imagecache/article_homepage_large_144x108/mytheon_2_0.jpg"
alt="Why Petroglyph Is Venturing Into Free-to-Play" title="Why Petroglyph Is Venturing Into
Free-to-Play" class="imagecache imagecache-article_homepage_large_144x108" /br /pstrongTuesday
morning, respected strategy game studio Petroglyph made the a
href="http://www.edge-online.com/news/universe-war-dev-does-microtransactions"
rel="nofollow"announcement /athat it is creating a free-to-play action strategy RPG named Mytheon,
which will have a business model based around microtransactions./strong/p pIt's the studio's first
foray into the world of microtransactions, an area that has seen only limited success in the West,
at least compared with its widespread acceptance in Asia. Mytheon will rely on small virtual item
purchases for revenue./p pa
href="http://www.edge-online.com/news/why-petroglyph-is-venturing-into-free-play"read more/a/p
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Rage3D Discussion Area - 75,85,87,93,99 -
9 hours and 36 minutes ago
Quote: Based on the story of multi award-winning million-selling PC role-playing game The Witcher
and completely rebuilt pixel by pixel for the new generation of consoles, The Witcher: Rise of the
White Wolf brings the unrivalled RPG experience to Xbox 360 and PLAYSTATION 3 with a brand new
combat system for thrilling dynamic action, and a new engine delivering matchless state-of-the-art
visuals. The game is underpinned with the evocative and enthralling story which helped secure the
original game's status as PC role-playing game of 2007, based on the mature and compelling universe
created by renowned Polish fantasy writer Andrzej Sapkowski.
"The creative vision and dedication to the quality of the player experience that CD Projekt RED
bring to the Witcher games is extraordinary, and it's great to be working with them to bring the
Witcher universe to console gamers," said Phil Harrison, President of Infogrames Entertainment, the
parent company of Atari. "Taking this brilliantly realised world to PLAYSTATION 3 and Xbox 360
gamers for the first time is a breakthrough in the development of this important franchise."
"We're thrilled to continue our great relationship with Atari, whose refreshing focus on quality
fits squarely with our own, to bring Geralt and the Witcher franchise to an even larger audience -
fans who expressed to us very clearly that The Witcher would be a natural fit on consoles," said
Adam Kicinski, CEO, CD Projekt RED. "Console gamers' tastes are maturing; they're looking for
deeper story-driven experiences that are very hard to find in today's console market. We're
developing this remake based upon the compelling narrative that helped The Witcher on PC sell more
than a million copies and win more than 100 awards, building everything else from the ground up to
be the definitive console RPG."
Based on the universe created by best-selling Polish author Andrzej Sapkowski, The Witcher: Rise of
the White Wolf puts players in the role of Geralt, a professional monster slayer who exists on the
fringes of a complex society troubled by the kind of problems more commonly found on the front
pages of newspapers than in a fantasy universe. Taken as a child, mutated, and trained in the
arcane ways of the witchers, Geralt is a reluctant hero, who nonetheless finds himself all too
frequently in the heat of battles that are not his own. In this world there is no right or wrong,
only decisions and consequences.
With The Witcher: Rise of the White Wolf, the best PC RPG in recent years is being completely
remade as the ultimate console RPG. The title is being developed by a core team from CD Projekt RED
working alongside France-based Widescreen Games who provide their cross-platform DaVinci engine
technology. For more information about The Witcher visit www.thewitcher.com and for more details about Atari's entire product line up
visit www.atari.com.


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kottke.org -
9 hours and 48 minutes ago
When I was born 35.2 years ago, a light
cone started expanding away from Earth out into the rest of the universe (Minkowski
space-temporally speaking, of course). Thanks to updates from Matt Webb's fancy RSS tool, I know that my
personal light cone is about to envelop the Zeta Herculis binary star system,
located 35.2 light years from Earth in the constellation Hercules.
With a mass some 50 percent greater than the Sun, however, and beginning its evolution toward
gianthood (its core hydrogen fusion likely shut down), Zeta Her A is 6 times more luminous than
the Sun with a radius 2.5 times as large. Nevertheless, the star gives a good idea of what the
Sun would look like from a great distance, in Zeta Her's case 35 light years. The companion (Zeta
Her B), a cooler class G (G7) hydrogen-fusing dwarf with a luminosity only 65 percent that of the
Sun and a mass about 85 percent solar, orbits with a period of 34.5 years at a mean distance of
15 Astronomical Units (over 50 percent farther than Saturn is from the Sun). A rather high
eccentricity takes the two as far apart as 21 AU and as close as 8 AU.
Hercules is of course named for the Greek hero, Heracles. Next up is Delta Trianguli, another binary star system,
in about two months.

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DCEmu Forums:: The Homebrew & Gaming Network :: PSP Dreamcast Nintendo DS Wii GP2X Xbox 360 GBA Gamecube PS2 Forums - Dreamcast News Forum -
11 hours and 8 minutes ago
Last week, I dropped by the PlayStation.Blog to find out what you wanted to know about Ubisoft’s new release, Prince of Persia. And to my excitement,
there were well over a hundred questions about the first Prince of Persia game on the PS3. I took
the time to answer some of the most interesting questions regarding everything from combat to the
game’s new art style. Thanks for your support, and don’t forget that Prince of Persia
is available today!
Charliesdad asked: Wondering how you addressed the
balance issues from earlier entries in the series. For example, Sands of Time was amazing, but
going back to it recently the combat wore thin after a while (especially in the first big group
fight) to be followed by long stretches of almost no combat. Does the new game fall on one side or
the other or is there a middle ground that you all shot for and hit? And Demo tomorrow?
Maybe?
- First, one of our main goals in combat was to make every fight grandiose and meaningful, to
make every encounter feel more epic. Thus, we decided to make the new combat system a duel mode
in which every enemy has special attributes, a unique personality, cool moves, and his strengths
and weaknesses. Having one enemy to fight at one time gave us much more possibility to push this
encounter to the limit. Every enemy is as strong as the Prince and will seize his chance to use
the environment, his corrupted abilities to counter every mistake the player makes. Every enemy
has a background and their own personal objectives that will help push the story forward. Also,
there are multiple combat moves and these will take some time to figure them all out and access
the most spectacular combos. Using your glove, Elika, your sword and acrobatics, players will be
able to combine those to create some breathtaking moves. This new combat system is not meant to
be button mashed, but instead requires timing, strategy and the right combo depending on the
situation. Also, many quick real-time mini-games where the player has a little fraction of time
to react will keep the tension high. The battle system uses some dramatic camera shots that make
every fight feel even more epic. Battles will take place usually before saving a fertile ground
and pushing away the Corruption. There are different challenges before healing a fertile ground,
one might be an acrobatic challenge, a puzzle, a fight and a lot of them are mixes of them
all.
Sorry, there are no demo plans at this time.
KingBroly asked: What’s the framerate like on the PS3 version? I’ve heard
this game employs the same engine as Assassin’s Creed, and the framerate on the PS3 version
of that…not so good.
- Fluidity of control and animation quality are hallmarks of Prince Of Persia games. We would
never ship a POP title unless we were confident the player could fully appreciate the movement of
the Prince in acrobatics and combat and – simply put
– framerate hiccups get in the way of that. They break the </p> We
have some of the most talented PS3 engineers at Ubisoft working for us on POP (and Ubisoft has
now made quite a few PS3 titles) and I can assure you the performance on the PS3 is the same as
the 360 – a solid 30fps throughout the game.
narde15 asked: are their any trophies?
- POP does indeed ship with trophies from day one.
FeaturePreacher asked: Will the prince be able to
use different weapons besides the sword that is seen in gameplay videos?
AND
Will the prince be able to level up his combat abilities? I hope the prince has a long list of
combat combinations. Does he?
- We want the player to feel like the Prince is an adventurer with a lot of experience already
– he is an acrobatic warrior who has already been through and seen a
lot. As such it made sense to us that he start out this adventure with all his abilities
unlocked. Elika, on the other hand, evolves in her abilities as the game progresses, unlocking
new magical abilities. What is important to us is that the player still feels a sense of
progression and development because the « duo » of the Prince and Elika are certainly
evolving as you play.
Finally, simply because the Prince has access to all of his abilities from the beginning of the
game, doesn’t mean the players will know how to use them all. If it is your first time
playing POP, don’t expect to be able to pull off the 14 hit combos and complete long
uninterrupted strings of acrobatics without pausing - you’ll evolve towards that in time
as you get more comfortable with the game systems.
SantanaClaus89 asked: Ever since The Sands of Time this series has been in a downward
spiral. What if anything has been done to take the series ”back to its
roots” so to speak?
- In POP Sands of Time trilogy, the innovation was the Sands of Time. We felt the need to find
a new innovation for this new chapter:
- Open-ended structure
- New combat system
- New artistic direction
- Role of the secondary character, Elika
But you can also rest assured we’ve also kept the core fundamentals of what made the
Sands of Time trilogy great.
- The balanced mix of acrobatics and combat
- Excellent visuals
- Highly detailed character and story
- Highly responsive controls
- 1001 night’s universe / fantasy elements
As you read this some reviews will have already hit online (IGN scored PoP 9.3, for
example). One of the best compliments that any reviewer has given us so far is that we’ve
recaptured the magic and mystery that made the original Sands Of Time so great.
narde15 asked: are you working on a prince of persia, playstation home space? will you
consider one in the future?
- We are not currently working on a Prince of Persia home space but we might consider it for
future games.
DeforMAKulizer asked: What made you guys ditch the
realistic style followed in AC and trying out for the new water color style? And which game was
hard to code for… AC with its realistic graphics? Or maintaining the water
color feel in PoP?
Thanks! Can’t wait to go back to the PoP series =D
- We wanted to embrace the fantasy nature that defines every Prince of Persia game. The
‘Photorealistic’ artistic direction that is seen in so many games
right now did not fit in well with the magical world we were exploring with this game. We wanted
to try something new and the ”Illustrative” art style really
represents our vision in this game – to make it feel like a storybook.
chaosatom333 asked: I am disappointed that U guys didn’t include any
time-shifting powers.
They were awesome. Why did u guys do that?
- That mechanic started to feel old to us – it had been copied in many
other games and had lost some of its uniqueness. Elika is our new sands of time and I think she
more than makes up for their absence.
chaosatom333 asked: How long in production have u guys been?
- Three years, start to finish.
chaosatom333 asked: How long is the game relatively
speaking? like 12-16 or less. Something like that. How much platforming is there? The more the
better imo.
Fights are nice too.
- An average player will probably take around 12-15 hours to finish the game if they do the
bare minimum needed to complete it. If you take the time to learn all of the backstory of the
characters (through our ODD system) and collect all of the lightseeds (to get all of the
trophies) I think you can certainly expect more in the range of 18-20 hours.
In terms of the breakdown between acrobatics and combat, it is hard to say for sure due to the
open structure of our world. Certainly, though, there is the potential for you to spend a lot
more of your time doing acrobatics then combat.
narde15 asked: how big is the world of prince of persia? will their be side
quests?
- It’s quite big. It will take you some time to travel from one end to another. Also, It
depends of the path you take to make your way around. Additionally our world features a lot of
vertical gameplay, taking you up to some dizzying heights to survey the world down below you as
you progress through your quest. The size and height of our world certainly gives it a massive
sense of scope.
Munkeh111 asked: What percentage of the game is combat? I am hoping for a high
percentage of platforming!
- It’s hard to say for the exact percentage but you will spend more time platforming than
fighting that’s for sure. Collecting all the light seeds will definitely make you spend
hours exploring the world, platforming and using your head to figure out how to get to that light
seed! There are many combats as well.
lifeRPGs asked: What are Ubisoft’s plans for
the after-PoP?
- I’d be drawn and quartered if I gave away those secrets. Just a few days ago I saw an
advanced prototype of an incredibly top-secret game and was floored with how cool it looked and
felt. While I watched it being demoed I was furiously taking notes for ideas to draw inspiration
from on my next game.
CrimsonFox13 asked: Beautiful art style. I’ve never played a Prince Of Persia
game before, although I’ve always been interested. The beauty of this game captivated me. The
game reminds me of Team ICO games. There’s a beautiful landscape with platforming involved,
like the Team ICO games, and you’re traveling with a woman, just like in ICO. Did you draw
any inspiration from either or both of the Team ICO games?
- Team ICO is definitely an inspiration for us and both Shadow Of The Colossus as well as ICO
were games we played extensively during the development of POP. Team ICO consistently proves that
videogames can be so much more then ”just” a form of entertainment
– they can enlighten, teach, and make us feel. I welcome any and all
comparisons to the incredible development talent of that studio.
It was very important to us, though, that our game be incredible accessible and action packed,
too. We were not creating a game just for those players who like
”art” in their games. We have spectacular acrobatics, incredible
combat and a rich story. In many ways we consider games like Burnout influential as well in
their immediate accessibility – you pick up the controller, press a
few buttons, and right away spectacularly rewarding things occur. This was very important to us
in the development of POP.
farmer_steve asked: For somebody who has never played a Prince of Persia game, how
would you explain the experience? And what do you think is the main draw to it?
- The first Prince of Persia game was created in the late 80s by Jordan Mechner and has become
one of gaming’s most well-known franchises. Prince of Persia is a game with a balanced mix
of acrobatics, combat and puzzle solving set in a fantastic Persian world where you control The
Prince, the most agile warrior of all time as he Runs, Jumps, Flips and Fights his way towards
saving the world. All the games are inspired by the 1001 night’s universe and feature an
epic storyline with strong character development.
luckettx asked: How many language tracks have been
recorded for the Blu Ray release of this game in Europe?
- English, French, Italian, German and Spanish. There are other localized versions (one Dutch,
another Polish, another Russian) but the main version will have those five languages on it.
Yuriki93 asked: Does this game have anything story-related to the previous
games?
- No, nothing that will affect the main narrative. We put in a few tongue and cheek references
(hint: pay attention to the ODD system) but just as a ‘nod and a
wink’ to the hardcore fans. We are telling a new story within the
”Book” of Prince of Persia.
SomethingClever asked: From where did you draw inspiration from (games or other) in
this iteration of PoP Some of the big reactions to date have been about the voice of the Prince.
What led your team to choose such an American sounding voice actor, and was there any concern over
people associating that voice to Nathan Drake?
- The choice of Nolan North (Nathan Drake) as the voice of the Prince is entirely intentional.
When we were designing the character of The Prince and trying to identify his personality, the
two characters we returned to most often were Han Solo and Indiana Jones. Both, of course, played
by Harrison Ford. Nolan North showed in his characterization of Nathan Drake an uncanny
resemblance to Indiana Jones both in terms of tone and delivery. We thought it particularly
appropriate given the heavy influence of these characters in the writing of The Prince that the
voice actor we use be one who manages to capture the essence of the influencing characters
deeply.
zombiefriend asked: oh also i just remembered is
PoP going to have subtitles? i rly hope so b/c i have hearing loss and i wasnt able to fully
appreciate ACs story like i wanted to
- Prince Of Persia, like all Ubisoft games now, is subtitled in all languages.
PlasmaGlory asked: I know that your philosophy with Elika was to make someone that
would never hold you back, so what’s to stop someone from just hiding in a corner and mashing
the ”Elika Button”?
- It wouldn’t help much to just tap the Elika button in a corner. The game requires you
to use all of the Prince’s abilities combined with Elika in order to be effective. Whenever
you need Elika’s Help, she is there to do so, but only if you are doing something as well
(ie: fighting, in the middle of a jump, etc).
Standing in a corner and mashing the Elika button will just summons a compass power over and
over again – not much help in defeating the guardians of Ahriman.
jazzyrider asked: what additional items are packaged with the limited edition versus
the normal package?
- Collectible Limited Edition packaging
- An exclusive look at the making of Prince of Persia
- A Prima digital mini-strategy guide full of developer’s secrets
- A digital art book
- The original soundtrack scored by master composer Inon Zur
sainraja asked: I am looking forward to this but
how similar is this to Sands of Time?
Sands of Time was magical! I loved every minute of it. I thought the story was put together very
well. It was the Uncharted of last generation! I can’t to try this out but I am hoping it
will give me the same feeling that Sands of Time did.
- We consider POP to be the spiritual successor of Sands Of Time. We invested a lot of time and
energy into trying to ensure that the sense of magic, wonder and mystery that was so special and
unique in SOT was reproduced in this new POP adventure while still bringing some strong visual
and gameplay innovations to the series.
In terms of your passion for Uncharted, let me simply say I share your enthusiasm. Uncharted
for me was an incredible game because it was so much more than the sum of its parts. I have a
hard time putting my finger on the one feature of Uncharted that stood out as my favorite while
I was playing, but as soon as I finished I wanted to start over from the beginning and play
through again. It is easily one of my favorite PS3 games to date.
Dark_Vincent asked: Will there be different difficulty levels?
- The game has just one difficulty level, but the challenge certainly progresses as you play
and (hopefully) get more comfortable with the mechanics. New traps are released, more corruption
infects the world, and the enemies unlock new abilities and combos.
TripOpt55 asked: Hey, I can’t wait for this game. Here’s my questions:
Does the game autosave (or how does it save)? Can you create multiple save files?
- POP features a ‘save anywhere’ system. No matter what you are
doing, you can create a save (new save or overwrite – there is space for
10 save game slots). We don’t save the exact location, though (ie: if you are in the middle
of the air and save, when you load you won’t fall to your death) but rather the last stable
platform you were on. Don’t worry, though, these are never very far apart.
Zankantou asked: What motivated your team to take the franchise into a radically new
direction artistically?
How did you guys come to the conclusion that this new installment should be not, or loosely,
related to the previous trilogy in the last generation of consoles?
Is your team considering using this new artistic engine for future games as well?
- In terms of the art direction, we wanted to do something new, something unique. Most of our
favorite games – the ones that stand out in our minds years after
playing them – had unique visual styles that did not try to emulate
reality. Additionally, as I said above, we felt a more fantastic artistic direction would mesh
well with our fantasy universe and story. Finally, we wanted to take the incredible concept art
and illustrations that our teams created as reference material and do them justice by creating
the tools and technology needed to make our game look like the illustrations
– a highly detailed painting brought to life.
In terms of why we left behind the old trilogy, we felt the story of the Sands Of Time had been
told and it was time to move on. We had never planned to continue to tell the story of the
Sands of Time Prince forever, and the universe of Prince of Persia has so much potential for
other themes to explore. By creating a new Prince, on a new adventure, we’ve added a
wealth of material to the Prince of Persia universe to potentially explore in future games.
Finally, I believe very strongly in the artistic choices we took for POP and sincerely hope
that this Illustrative style is used again at Ubisoft moving forward. Of course I don’t
have any specific details, but I think it safe to say that the response has been positive
enough that we’ll likely be returning to this stylistic choice in the future.
More...

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Gaming Section - Ars Technica -
11 hours and 58 minutes ago
pOne of the lead writers on the upcoming MMO iDC Universe Online/i has revealed that the game
should be ready by late 2009, early 2010./ppa
href="http://arstechnica.com/journals/thumbs.ars/2008/12/02/dc-universe-expected-to-see-light-in-early-2010"Read
More.../a/p
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Gizmodo -
12 hours and 28 minutes ago
pimg src="http://cache.gawker.com/assets/images/gizmodo/2008/12/voyager.JPG" width="414"
height="527" align="left" hspace="4" vspace="2"/NewerTech's new Voyager is being billed as the
world’s first “Quad Interface” SATA I/II Hard Drive Docking Station with support
for FireWire 800/400, USB 2.0, and eSATA for 2.5" or 3.5" drives up to 2TB. /p pBasically, that
means you can enjoy plug-and-play access to match your level of performance. It is also completely
hot-swappable, so users can change drives while their computer is already running. At $100, it
seems like a pretty decent buymdash;but if you can do without Firewire, a USB + eSATA a
href="http://gizmodo.com/5027818/lightning-review--brando-multi+function-hard-drive-dock"Brando HDD
dock/a with 4 card reader ports can be had for $79. /p blockquotepNEWERTECH ANNOUNCES VOYAGER
–/p pWORLD’S FIRST “QUAD INTERFACE” SATA HARD DRIVE/p pDOCKING
STATION/p pTurns Any 2.5" or 3.5" SATA I/II Hard Drive up to 2.0TB into an External Drive/p pMac PC
Plug and Play Ready - Boot and Swap Drives /p pDecember 2, 2008, Woodstock, IL mdash; Newer
Technology, Inc. (NewerTech®) http://www.newertech.com, the leading developer of PC,
Macintosh®, iPod®, and iPhone® performance upgrades and
accessories, today announced NewerTech Voyager, the world’s first “Quad
Interface” SATA I/II Hard Drive Docking Station with support for four interfaces:
FireWire® 800/400, USB 2.0, and eSATA. NewerTech Voyager turns any 2.5" or 3.5" Serial
ATA (SATA) I/II hard drive up to 2.0TB into a fully bootable and hot-swappable external drive
solution. /p pEasy Convenient To Use /p pUsing Voyager is so simple: just insert any standard 2.5"
or 3.5" SATA I/II hard drive (up to 2.0TB) into Voyager’s compact docking base and select the
fastest of the four interfaces supported by your computer for read/write data speeds of up to
3.0Gb/s. There’s nothing else to install or configure. Voyager saves users the time and
inconvenience of installing a hard drive into a computer or using an external hard drive enclosure
with limited interfaces and slower speeds. /p pPlug and Play Hot-Swap Ready /p pWith the most
interfaces available on the market, Voyager provides Plug and Play ease of use for a fast external
hard drive solution that works with both Macs and PCs. In fact, Voyager is so easy to use, that
combined with today’s low cost of hard drive storage, users can think of a bare SATA I/II
drive as being as convenient to use as a flash memory card, with the same instant access benefits
and the addition of huge storage capacity gains. In addition, Voyager is completely hot-swappable
for consumers wanting to move multiple drives at will while their computer is on and running. Its
unique design and drive eject button makes inserting, using, and removing SATA I/II hard drives a
safe and effortless procedure. /p pIdeal Solution for Storage Archives /p pThe ideal solution for
storage archives, professional photographers, videographers, and other hard drive storage archivers
will no longer need multiple drive enclosures and power supplies for every archived hard drive.
“Whether consumers want to re-task an older swapped-out hard drive, need to access multiple
drives, or want to add big capacity, low cost external storage capacity to their desktop, Voyager
is able to travel any computer user’s data universe needs with ease,” said Grant
Dahlke, NewerTech’s Product Manager. “Its design and ‘Quad
Interface’ functionality offer high speed ‘slide and swap’ hard
drive read/write performance and convenience never before available.” /p pNewerTech Voyager
Features: /p p· Supports all 2.5" and 3.5" SATA I/II hard drives up to 2.0TB/p p·
"Quad Interface" for maximum system compatibility and data transfer rates/p p· Data transfer
rates up to 3.0Gb/s (300MB/s)/p p· Push button drive eject for safe hard drive removal/p
p· Hot-Swap functionality for fast access of multiple hard drives/p p· Weighted base
and non skid rubber feet for stable operation/p p· 2-Color Status LED: left side blue for
power on, right side flashing red for disk activity/p p· Compact design: measures 5.28" x
3.70" x 2.68" inches and weighs 1.35lbs without drive/p p· Whisper Quiet operation - no
cooling fan needed/p p· Plug and Play with Macs and PCs/p p· All interface connection
cables included/p p· RoHS Compliant/p p· One year warranty /p pNewerTech Voyager is
priced at $99.95 MSRP and is available immediately from NewerTech’s exclusive distributor,
Other World Computing (OWC®), at www.macsales.com, as well as through the retail
channel. Voyager includes all its supported interface connector cables and an auto-switching power
supply for worldwide compatibility./p/blockquote p[a
href="http://www.newertech.com/index.php"Newertech/a]/p br style="clear: both;"/ a
href="http://www.pheedo.com/click.phdo?s=d1f5a15fead41d81a6c64159d2dd66c6p=1"img alt=""
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Open"Source::critere -
12 hours and 33 minutes ago
Attendu par tous les aficionados de la série, Mortal Kombat vs. DC Universe ne fait
clairement pas le poids face aux cadors de la baston 3D.
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Advertising Age - Digital -
12 hours and 42 minutes ago
a href="http://adage.com/smallagency/post.php?article_id=132946"/aA strange truth about the agency
business is that it#039;s very difficult to define productivity. An hour on Twitter may lead to a
breakthrough idea. Half a day storyboarding a concept may yield nothing useful. pa
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Cinematical -
13 hours and 55 minutes ago
It's official. Justice League is dead in the water. The last man standing, director George Miller,
has
dropped out and the film goes back Warner Bros archives -- something I imagine to be similar to
the warehouse at the end of Raiders of the Lost Ark. Reportedly, Miller told an Australian
television audience that Warner Bros wants "bigger stars" in the Justice League movie, and that he
believes it will be recast. That's not at all surprising, considering the way the world is wetting
their pants over Warner/DC's super competitors, The Avengers, which is probably going to
be nothing but A-List. What studio wouldn't look at the line-up for Justice League Mortal,
where no one compares to Robert Downey Jr., and say "Thanks, but no thanks."
Honestly, I don't know if there can ever be a Justice League movie. Correct me if I'm wrong (and I
know you will) but what JLA fans want is exactly what Marvel is doing with The Avengers --
a bunch of solo character movies, establish the universe and the continuity, and then launch a
superhero team extravaganza. They want good actors of the appropriate age, not a bunch of young and
pretty things. They want it to be a solid effort, not something hastily thrown together for a late
summer cash grab -- which is all Justice League Mortal seemed to be. (No offense to all
involved, but hey, we're on the outside looking in here.)
Filed under: Fandom, Comic/Superhero/Geek,
The Geek Beat
Continue reading The Geek Beat: What Shall We Do With the Justice
League?
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Joystiq -
14 hours and 26 minutes ago
Filed under: PC, Action, RPGs, Strategy, MMO

Petroglyph, the warmongers behind both Star Wars: Empire at War and Universe at
War, this morning revealed details behind the studio's next project,
Mytheon, which publisher True Games Interactive describes as a "micro transaction game
that...." Hey, where are you going?
Using the myths of Ancient Greece as a foundation, the free-to-play game promises to blend the
"best" elements of action, role-playing and strategy with a "heavy emphasis" on combat and
collecting. Additionally, Peter Cesario, the director of product development at True Games, tells
Big
Download that future expansions will "eventually branch out to several unique and interesting
mythologies from around the world." Until then, players can look forward to grinding towards the
Golden Fleece in Fall 2009.
Petroglyph
reveals 'online microtransaction game' Mytheon originally appeared on Joystiq on Tue, 02 Dec 2008 12:32:00 EST. Please see our terms for use of feeds.
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Actualite JeuxActu.com -
14 hours and 56 minutes ago
Attendu par tous les aficionados de la série, Mortal Kombat vs. DC Universe ne fait
clairement pas le poids face aux cadors de la baston 3D.
|
Engadget -
15 hours and 24 minutes ago
div align="center"a
href="http://news.bigdownload.com/2008/12/01/emotiv-epoc-brain-wave-pc-controller-delayed-until-2009/"img
vspace="4" hspace="4" border="0"
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//abr / div align="left"Not so long ago, in the cold, frosty month of February, a
href="http://www.engadget.com/2008/02/20/emotiv-to-make-control-games-a-reality-by-christmas/"we
heard/a about mysterious headgear (an update of a
href="http://www.engadget.com/tag/ProjectEpoch/"Project Epoc/a) that, if worn, could be used to do
stuff like play insanely simple video games (emphasis on insanely). We also heard that this USB
unicorn of the gaming universe would be ready by "Christmas" -- whatever emthat/em is. Well,
according to emBig Download/em, who spoke with a PR rep from Emotiv, the device has been delayed
until "sometime" in 2009. The reason for the delay? The company wants to "make sure" the device
works "as planned." Glad to hear it -- since we weren't interested in it as a fashion statement
alone.br /br //div /divpFiled under: a href="http://www.engadget.com/category/gaming/"
rel="tag"Gaming/a/pp style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"a
href="http://www.engadget.com/2008/12/02/emotivs-epoc-mind-controlled-device-delayed-till-next-year/"Emotiv's
Epoc mind-controlled device delayed till next year/a originally appeared on a
href="http://www.engadget.com"Engadget/a on Tue, 02 Dec 2008 11:34:00 EST. Please see our a
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Engadget -
15 hours and 24 minutes ago

Not so long ago, in the cold, frosty month of February, we
heard about mysterious headgear (an update of Project Epoc) that, if worn, could be used to do
stuff like play insanely simple video games (emphasis on insanely). We also heard that this USB
unicorn of the gaming universe would be ready by "Christmas" -- whatever that is. Well,
according to Big Download, who spoke with a PR rep from Emotiv, the device has been
delayed until "sometime" in 2009. The reason for the delay? The company wants to "make sure" the
device works "as planned." Glad to hear it -- since we weren't interested in it as a fashion
statement alone.
Filed under: Gaming
Emotiv's
Epoc mind-controlled device delayed till next year originally appeared on Engadget on Tue, 02 Dec 2008 11:34:00 EST. Please see our terms for use of feeds.
Read | Permalink | Email
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Comics Should Be Good! -
15 hours and 46 minutes ago
I took at look at some of the highs and lows of DC Special a while back, so I
thought that it was only fair to do the same for a Marvel series. If Marvel
Premiere this was started as a try out title, they certainly gave their initial
characters pretty long auditions. Granted, Adam Warlock only had two issues before moving on but
Doctor Strange and Iron First were given 12 and 11 issues, respectively.
I’m not here to talk about any of those runs as those characters are very well known and
have been spotlighted a million times. I’m here to talk about the more obscure one, two and
three-shots that popped up over the final 30 or so issues of the title. I don’t have room
to comment on every issue or characters (in fact, there so much good stuff that I’ve spread
it over two installment) – so my apologies if I’ve missed one of your
favorites.
Let’s start with the Liberty Legion, a two-parter linked into the Invaders
series. Now, I love the Invaders stuff, but these two issues were truly the first signs that Roy
Thomas’ obsession with Golden Age heroes was possibly an illness. Nobody needed these
heroes to return and the Heroes vs. Heroes angle was so clichéd by the mid-70s.
You’ve got a couple of decent Kirby covers, but Don Heck’s pencils and flattened
terribly by Vinnie Colletta’s razor-thin inks.
Woodgod has become somewhat of a cult favorite over the years, and the cover
simply screams 70s camp. The thing is, it’s a pretty decent concept –
basically a mash up of Shelley’s Frankenstein and Stevenson’s Dr. Moreau. Bill Mantlo
provides evidence of his fertile imagination and the Giffen/Jansen artwork is quite nice. Sure,
there are lots of great Woodgod jokes out there, but this is a pretty decent issue and it would
be nice if her were more than a footnote in the Marvel Universe.
Next we have Monark Starstalker, one of Howard Chaykin’s many anti-heroes.
I actually really dig this book – Chaykin shows that he has his own vision and
creates a very believable future. His layouts can get a little confusing and it’s a bit
talky at times, but there’s a lot to like. Bounty hunters make excellent characters if you
can get them unwillingly entangled in some righteous cause (see Han Solo). Chaykin was getting
there with Starstalker and it’s too bad this wasn’t given more than a single issue.
As the years pass by, I’m more and more impressed with Chaykin as auteur. There’s
also a lot of great Gil Kane influence in the artwork.
We’ve got more Chaykin with issues #33 & #34, The Mark of Kane, as Roy
Thomas does what he does best: adapt Robert E. Howard stories. The first issue is a real treat,
introducing us to Solomon Kane and his rather intriguing adversary; Le Loup. I’m a suck for
adventure stories set in the past so they’ve got me hook, line and sinker. More Kane
influence here; and Chaykin really shines. The second issue is much weaker, but I’ve got a
thorn in my side about stories that take place in ‘savage Africa’
– too much voodoo hoodoo. These two are worth picking, especially since Thomas
does a nice one page overview of Solomon Kane’s pulp history.
Do I have to talk about 3-D Man? I do? Oh well, I guess it’s a fun read if
you are in the mood for comics that represent the nadir of Marvel in the 70s. Once again, Roy
Thomas tries to convince readers that the past is better than the present with very lackluster
results. The problem is that it’s takes itself too serious be enjoyed as just silly fun.
Thomas’ earnestness as a writer can be his Achilles’ hell at time. I’ve met Jim
Craig a couple of times and he seems like a nice guy, but his artwork has really never done much
for me. A few years ago, I audited a very awkward exchange between Thomas and Craig at a
convention. Craig was suggesting to Thomas that they should work on a 3-D Man re-launch.
Thomas’ response indicated that he thought it was a character whose best years were behind
him. I’m not sure he ever had any ‘best years’.
The history of Moench & Ploog’s Weirdworld is actually quite
‘weird’. This series started in the one-shot black and white mag, Marvel Super Action
(the super expensive one with Frank Castle on the cover), a single issue here at Marvel Premiere,
3 issues in the color mag Marvel Super Special and then onto Marvel Fanfare (I think). I’m
not exactly the biggest fan of all things elvish, but this is pretty decent stuff as it really
doesn’t take too much from Tolkien (but that’s some smooth marketing). I’d
actually suggest that you track down the Marvel Super Special issues (that’s a mag
I’ll be profiling at some pointed), as the artwork is very interesting (an airbrushing over
John Buscema pencils). Marvel probably should collect all of these stories just to appease the
handful of fans knocking themselves out trying to put together a collection.
Stayed tuned for Part 2 as well get a dose of Daleks, Pinkertons and the KKK!
For more fun talk about all thing ‘classic comics’, drop by my blog: Seduction of the Indifferent
Please send along any comments to Scottshouldbegood at yahoo.ca
1 Comments
-
At
December 2, 2008, suedenim wrote:
Did Roy Thomas figure out how to indulge his Golden Age obsessions more smoothly when he did
All-Star Squadron, or ...

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JeuxVideo.com -
16 hours and 40 minutes ago
Le studio Petroglyph (Star Wars Empire at War, Universe at War) annonce le développement
d'un nouveau projet baptisé Mytheon. Dans la veine de ses produits précédents,
Mytheon aura pour base la stratégie temps réel mais cherchera à
dépasser cette sim(...)img width='1' height='1'
src='http://rss.feedsportal.com/c/808/f/413796/s/27bd48d/mf.gif' border='0'/div
class='mf-viral'table border='0'trtd valign='middle'a
href="http://res.feedsportal.com/viral/sendemail2_fr.html?title=Petroglyph annonce le MMO
Mytheonlink=http://www.jeuxvideo.com/news/2008/00030434-petroglyph-annonce-le-mmo-mytheon.htm"
target="_blank"img src="http://rss.feedsportal.com/images/partagez.gif" border="0" //a/tdtd
valign='middle'a href="http://res.feedsportal.com/viral/bookmark_fr.cfm?title=Petroglyph annonce le
MMO Mytheon | |