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    <title><![CDATA[[GameRatty] tag: spectacular]]></title>
    <link>http://gameratty.com/tag/spectacular</link>
    <description></description>
    <pubDate>Mon, 01 Dec 2008 10:30:00 +0000</pubDate>
    <generator>iRatty Engine</generator>
    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <item>
      <title><![CDATA[And Its Hello From The Blood Ravens]]></title>
      <link>http://gameratty.com/article/b4884ab254078023ebb0238a1c03b4d1</link>
      <guid>http://gameratty.com/article/b4884ab254078023ebb0238a1c03b4d1</guid>
      <description><![CDATA[Beyond the jump we have a cracking new character-introduction type trailer for Dawn of War II. It shows off the special abilities of the core units in the space marine chapter, The Blood Ravens. Lots...]]></description>
      <content:encoded><![CDATA[<p><img src="http://www.rockpapershotgun.com/images/dec08/dow2.jpg"/><br />
Beyond the jump we have a cracking new character-introduction type trailer for Dawn of War II. It shows off the special abilities of the core units in the space marine chapter, The Blood Ravens. Lots of in-game footage, and some spectacular assault-marine jetpack air-stomps. Getting fairly excited about this game now.<br />
(...)<br/>Read the rest of <a href="http://www.rockpapershotgun.com/2008/12/05/and-its-hello-from-the-blood-ravens/">And It&#8217;s Hello From The Blood Ravens</a> (0 words)</p>
<hr />
<p><small>Posted by rossignol. |
<a href="http://www.rockpapershotgun.com/2008/12/05/and-its-hello-from-the-blood-ravens/#comments">24 comments</a> |
<a href="http://www.rockpapershotgun.com/?page_id=1557">Donate or subscribe to RPS</a> |
Post tags: <a href="http://www.rockpapershotgun.com/tag/add-new-tag/" rel="tag">Add new tag</a>, <a href="http://www.rockpapershotgun.com/tag/dawn-of-war-ii/" rel="tag">Dawn of War II</a>, <a href="http://www.rockpapershotgun.com/tag/relic/" rel="tag">Relic</a>
<br><strong>This article is from <a href="http://www.rockpapershotgun.com">Rock, Paper, Shotgun.</a> If you're reading it on any other website, they're stealing it from us without permission.</strong>
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      <pubDate>Fri, 05 Dec 2008 05:44:14 +0000</pubDate>
      <category domain="http://gameratty.com/tag/blood ravens">blood ravens</category>
      <category domain="http://gameratty.com/tag/in-game footage">in-game footage</category>
      <category domain="http://gameratty.com/tag/space marine chapter">space marine chapter</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/type trailer">type trailer</category>
      <category domain="http://gameratty.com/tag/special abilities">special abilities</category>
      <category domain="http://gameratty.com/tag/war">war</category>
      <category domain="http://gameratty.com/tag/dawn">dawn</category>
      <category domain="http://gameratty.com/tag/post tags">post tags</category>
      <source url="http://feedproxy.google.com/~r/RockPaperShotgun/~3/QtbqAEwnrtE/">And Its Hello From The Blood Ravens</source>
    </item>
    <item>
      <title><![CDATA[Kotick in running for Marketwatch CEO of the Year]]></title>
      <link>http://gameratty.com/article/d8bb1f4f3a4f15ee24f30caa5ccd4e29</link>
      <guid>http://gameratty.com/article/d8bb1f4f3a4f15ee24f30caa5ccd4e29</guid>
      <description><![CDATA[Acti-Blizz boss Bobby Koticks been named a contender for the Marketwatch CEO of the Year. The reasonings obvious: hes targeted money in a spectacular way. Kotick has created a formidable challenger to...]]></description>
      <content:encoded><![CDATA[
Acti-Blizz boss Bobby Kotick&#8217;s been named a contender for the Marketwatch CEO of the Year.
The reasoning&#8217;s obvious: he&#8217;s targeted money in a spectacular way.
&#8220;Kotick has created a formidable challenger to industry leader Electronic Arts in total sales, and a business with better than twice the profitability of its main competitors,&#8221; said Marketwatch.
&#8220;The one-two punch of [...]]]></content:encoded>
      <pubDate>Fri, 05 Dec 2008 05:08:41 +0000</pubDate>
      <category domain="http://gameratty.com/tag/marketwatch ceo">marketwatch ceo</category>
      <category domain="http://gameratty.com/tag/marketwatch">marketwatch</category>
      <category domain="http://gameratty.com/tag/formidable challenger">formidable challenger</category>
      <category domain="http://gameratty.com/tag/reasonings obvious">reasonings obvious</category>
      <category domain="http://gameratty.com/tag/total sales">total sales</category>
      <category domain="http://gameratty.com/tag/one-two punch">one-two punch</category>
      <category domain="http://gameratty.com/tag/main competitors">main competitors</category>
      <category domain="http://gameratty.com/tag/kotick">kotick</category>
      <category domain="http://gameratty.com/tag/money">money</category>
      <source url="http://www.videogaming247.com/2008/12/05/kotick-in-running-for-marketwatch-ceo-of-the-year/">Kotick in running for Marketwatch CEO of the Year</source>
    </item>
    <item>
      <title><![CDATA[PLAY! concert offers a chance to meet Jeremy Soule!]]></title>
      <link>http://gameratty.com/article/89fbbab22494a01582170f13f8d5d732</link>
      <guid>http://gameratty.com/article/89fbbab22494a01582170f13f8d5d732</guid>
      <description><![CDATA[Jason Paul, producer of PLAY! A Video Game Symphony , gave me a heads up this week about a an upcoming concert on January 9 in Edmonton. In addition to a spectacular night of listening to classic...]]></description>
      <content:encoded><![CDATA[<p style="text-align: center"><a title="soulemorrowind.jpg" href="http://static.bethsoft.com/blog/soulemorrowind.jpg"><img src="http://static.bethsoft.com/blog/soulemorrowind.jpg" alt="soulemorrowind.jpg" width="285" /></a></p>
<p>Jason Paul, producer of <a href="http://www.play-symphony.com/">PLAY! A Video Game Symphony</a>, gave me a head&#8217;s up this week about a an upcoming concert on January 9 in Edmonton. In addition to a spectacular night of listening to classic videogame themes performed by a full orchestra, he let me know Morrowind and Oblivion composer Jeremy Soule will be attending the concert. Even better, 150 lucky patrons will be randomly chosen at the concert for a chance to meet the famous composer.</p>
<p>While I&#8217;ve missed out on attending previous concerts, fans I&#8217;ve spoke with have said it&#8217;s a fantastic show. For ticket ordering information to the concert, head <a href="http://www.ticketmaster.ca/event/11004114E4D3C74E">here</a>.</p>
]]></content:encoded>
      <pubDate>Thu, 04 Dec 2008 15:31:02 +0000</pubDate>
      <category domain="http://gameratty.com/tag/concert">concert</category>
      <category domain="http://gameratty.com/tag/video game symphony">video game symphony</category>
      <category domain="http://gameratty.com/tag/classic videogame themes">classic videogame themes</category>
      <category domain="http://gameratty.com/tag/jason paul">jason paul</category>
      <category domain="http://gameratty.com/tag/previous concerts">previous concerts</category>
      <category domain="http://gameratty.com/tag/lucky patrons">lucky patrons</category>
      <category domain="http://gameratty.com/tag/famous composer">famous composer</category>
      <category domain="http://gameratty.com/tag/spectacular night">spectacular night</category>
      <category domain="http://gameratty.com/tag/play">play</category>
      <source url="http://feeds.feedburner.com/~r/bethesdablog/~3/474911370/">PLAY! concert offers a chance to meet Jeremy Soule!</source>
    </item>
    <item>
      <title><![CDATA[Mirror's Edge Time Trial DLC coming in January]]></title>
      <link>http://gameratty.com/article/feda6e3be32d2ab0e860561d168cee1c</link>
      <guid>http://gameratty.com/article/feda6e3be32d2ab0e860561d168cee1c</guid>
      <description><![CDATA[Filed under: PC , Sony PlayStation 3 , Microsoft Xbox 360 , Action

click to enlarge
Has there been a more difficult, frustrating and incredibly satisfying challenge this year than the time trials in...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div align="center"><a href="http://www.joystiq.com/photos/mirrors-edge-time-trial-dlc/1202988/full/"><img width="490" vspace="4" hspace="0" height="276" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/miredmultscrnwwrazzmatazz-490.jpg" /></a><br /><small><em>click to enlarge</em></small></div>
<br />Has there been a more difficult, frustrating and incredibly satisfying challenge this year than the time trials in <a href="http://www.joystiq.com/tag/mirrors-edge"><em>Mirror's Edge</em></a>? We think not -- least of all when we end that spectacular string of wallruns, coil jumps, slides and vaults with a 100 <a href="http://en.wikipedia.org/wiki/Miles_%22Tails%22_Prower">miles-per-hour</a> concrete face plant. EA and developer DICE is hoping that the "just one more go" feeling will extend to your purchasing habits, as they've just announced the forthcoming release of downloadable content for the frantic first-person runner. <br /><br />Slated for release in "late January" for PlayStation 3, Xbox 360 and PC, the "Pure Time Trial Map Pack" will add nine races on seven "all-new and totally redesigned" stages. Which, judging by the trailer (check it out below!) and screenshots, is putting it <em>rather mildly. </em>Three questions, though: <br /><em><br />How much will it cost? </em><br /><br />$10 or 800<img border="0" src="http://www.blogcdn.com/www.xbox360fanboy.com/media/2007/11/microsoftpointslogosmall.gif" alt="" />.<br /><br /><em>Wait... when is the PC version out?<br /><br /></em>January 13th in North America and January 16th in Not North America.<br /><br /><em>What happened to that "<a href="http://www.joystiq.com/2008/09/02/mirrors-edge-receiving-exclusive-dlc-on-ps3/">exclusive</a>" PS3 DLC? I gave up anti-aliasing for that!<br /><br /></em>"As an added bonus, all PlayStation 3 Mirror's Edge fans will be able to download an additional map for free." See? Additional map! Added bonus! Exclusive!<br /><div class="postgallery"><p><strong>Gallery: <a href="%GalleryURL%">Mirror's Edge Time Trial DLC</a></strong></p><a href="/gallery/mirrors-edge-time-trial-dlc/1202989/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/miredmultscrnwwvelocity_thumbnail.jpg" alt="" title="" /></a><a href="/gallery/mirrors-edge-time-trial-dlc/1202988/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/miredmultscrnwwrazzmatazz_thumbnail.jpg" alt="" title="" /></a><a href="/gallery/mirrors-edge-time-trial-dlc/1202987/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/miredmultscrnwwkinetic_thumbnail.jpg" alt="" title="" /></a><a href="/gallery/mirrors-edge-time-trial-dlc/1202986/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/miredmultscrnww1pflow_thumbnail.jpg" alt="" title="" /></a><a href="/gallery/mirrors-edge-time-trial-dlc/1202985/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/miredmultscrnww1pchroma2_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2008/12/04/mirrors-edge-time-trial-dlc-coming-in-january/" rel="bookmark">Continue reading <em>Mirror's Edge Time Trial DLC coming in January</em></a></p><p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"><a href="http://www.joystiq.com/2008/12/04/mirrors-edge-time-trial-dlc-coming-in-january/">Mirror's Edge Time Trial DLC coming in January</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 04 Dec 2008 12:25:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.</p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href=http://investor.ea.com/releasedetail.cfm?ReleaseID=352306>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/12/04/mirrors-edge-time-trial-dlc-coming-in-january/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1391299/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/12/04/mirrors-edge-time-trial-dlc-coming-in-january/#comments" title="View reader comments on this entry">Comments</a></p>
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      <pubDate>Thu, 04 Dec 2008 09:25:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/january">january</category>
      <category domain="http://gameratty.com/tag/mirror">mirror</category>
      <category domain="http://gameratty.com/tag/january 13th">january 13th</category>
      <category domain="http://gameratty.com/tag/edge">edge</category>
      <category domain="http://gameratty.com/tag/january 16th">january 16th</category>
      <category domain="http://gameratty.com/tag/additional map">additional map</category>
      <category domain="http://gameratty.com/tag/north america">north america</category>
      <category domain="http://gameratty.com/tag/playstation">playstation</category>
      <category domain="http://gameratty.com/tag/sony playstation">sony playstation</category>
      <source url="http://feedproxy.google.com/~r/weblogsinc/joystiq/~3/fQ0aOBUFP8s/">Mirror's Edge Time Trial DLC coming in January</source>
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      <title><![CDATA[Atari picking up Brash's 'The Tale of Despereaux']]></title>
      <link>http://gameratty.com/article/92a3f11ecb0639233a756ea163be897d</link>
      <guid>http://gameratty.com/article/92a3f11ecb0639233a756ea163be897d</guid>
      <description><![CDATA[Filed under: Nintendo DS , PC , Sony PlayStation 2 , Nintendo Wii

Unlike everybody else watching the spectacular demise of film-to-game flop factory Brash , we've been vaguely curious as to what...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds/" rel="tag">Nintendo DS</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps2/" rel="tag">Sony PlayStation 2</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a></p><div align="center"><a href="http://weblogs.variety.com/the_cut_scene/2008/12/brashs-tale-of.html"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/tod_poster-490px.jpg"  alt="" /></a><br /></div>
Unlike everybody else watching the <a href="http://www.joystiq.com/2008/12/02/brash-goes-out-with-a-fascinating-bang/">spectacular demise</a> of film-to-game flop factory <a href="http://www.joystiq.com/tag/brash">Brash</a>, we've been vaguely curious as to what fates would befall the company's leftover licenses. According to Variety's <a href="http://weblogs.variety.com/the_cut_scene/2008/12/brashs-tale-of.html">Cut Scene</a> blog, we can count "The Tale of Despereaux" among the survivors, as Atari has purchased the North American publishing rights for the PC, PS2 and Wii versions of the game. In addition, Atari will be distributing the DS version, which is being produced by Universal itself.<br /><br />For those unfamiliar with the source material -- that is, the book that the film is based on --  <em>Despereaux</em> follows the heroic exploits of a mouse with huge ears and an even bigger sense of chivalry. It probably says just that on the movie poster. <br /><p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"><a href="http://www.joystiq.com/2008/12/03/atari-picking-up-brashs-the-tale-of-despereaux/">Atari picking up Brash's 'The Tale of Despereaux'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 03 Dec 2008 12:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.</p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href=http://weblogs.variety.com/the_cut_scene/2008/12/brashs-tale-of.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/12/03/atari-picking-up-brashs-the-tale-of-despereaux/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1390140/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/12/03/atari-picking-up-brashs-the-tale-of-despereaux/#comments" title="View reader comments on this entry">Comments</a></p>
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      <pubDate>Wed, 03 Dec 2008 09:30:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/despereaux">despereaux</category>
      <category domain="http://gameratty.com/tag/atari">atari</category>
      <category domain="http://gameratty.com/tag/tale">tale</category>
      <category domain="http://gameratty.com/tag/cut scene blog">cut scene blog</category>
      <category domain="http://gameratty.com/tag/nintendo wii">nintendo wii</category>
      <category domain="http://gameratty.com/tag/nintendo">nintendo</category>
      <category domain="http://gameratty.com/tag/heroic exploits">heroic exploits</category>
      <category domain="http://gameratty.com/tag/source material">source material</category>
      <category domain="http://gameratty.com/tag/spectacular demise">spectacular demise</category>
      <source url="http://feedproxy.google.com/~r/weblogsinc/joystiq/~3/WSHbuV34uo8/">Atari picking up Brash's 'The Tale of Despereaux'</source>
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      <title><![CDATA[Is the WAR endgame technically possible?]]></title>
      <link>http://gameratty.com/article/c74eb572da72a9eeb4bc912bae3c987b</link>
      <guid>http://gameratty.com/article/c74eb572da72a9eeb4bc912bae3c987b</guid>
      <description><![CDATA[I was reading an interesting article on Keen &amp; Graev's blog about a WAR fortress siege that was extremely laggy and ended up crashing the server when over 200 people turned up. MMORPGs in general get...]]></description>
      <content:encoded><![CDATA[I was reading an interesting article on Keen & Graev's blog about a <a href="http://www.keenandgraev.com/?p=1695">WAR fortress siege</a> that was extremely laggy and ended up crashing the server when over 200 people turned up. MMORPGs in general get laggy and prone to crashes when there are too many players in the same zone. The WoW world event of opening of the Ahn'qiraij gates was a horrible lagfest, and even nowadays I have significantly more lag in overpopulated places like Dalaran. But generally WoW does a good job of dispersing people, by sending them off in various directions with quests. And especially if you consider the WoW endgame, people will be in groups of 10 or 25 people in a raid instance, a sufficiently small number to not cause big lag problems on half-decent computers. The endgame of WAR on the other hand is about capturing fortresses and cities, with no limit to participation. The more people reach the level cap in WAR (which appears to be a relatively slow process), the more likely it becomes that hundreds of them will turn up for a battle. These large-scale battles are the USP, the unique selling point of WAR. But are they actually technically possible?<br /><br />The problem appears to be the amount of data your computer needs to process when there are hundreds of people around you. The problem is worse in a MMORPG than in other multiplayer games, because in a MMORPG every player looks different, with the avatar you are seeing on your screen representing his race, class, and equipment. So I was wondering whether to reduce the lag it would be possible to switch to a display mode where you see everyone with much simplified avatars. Like one avatar for every class/race combo, with no display of what color of armor he is wearing or whether he wields an axe or a sword. It's not as if you'd care whether you are being hit by a sword or axe. Yes, if you were fighting several Ironbreakers they'd all look like clones, the only difference between would be the name floating over their heads. But if that reduced lag considerably, and made crash-free fortress battles possible, wouldn't that be a price worth paying?<br /><br />I remember Final Fantasy XI where the lag problem was solved by simply *not* displaying everyone immediately. You'd walk onto a crowded space in front of the auction house and at first see nobody, until they one after the other popped into view. Obviously that isn't a feasible solution for a PvP game. So if you need to see every other player, friend or foe, in your vicinity, the only technical solution I see is to reduce the amount of data necessary per player. I remember having seen a cartoon once, but can't find it any more, from somebody who buys a new first-person shooter game, swoons for 5 minutes about the spectacular graphics and effects, and then turns the resolution to minimum and all effects off to be able to actually be fast enough to win. Couldn't WAR introduce a simple toggle switch which you use when you start to experience lag and which reduces graphics to an ugly minimum, but allows you to continue playing without (or with less) lag? Pretty is good, playable is better.<div class="blogger-post-footer"><a href="http://tobolds.blogspot.com/">Tobold's MMORPG Blog</a></div><img src="http://feeds.feedburner.com/~r/ToboldsBlog/~4/473475350" height="1" width="1"/>]]></content:encoded>
      <pubDate>Wed, 03 Dec 2008 08:10:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/war">war</category>
      <category domain="http://gameratty.com/tag/experience lag">experience lag</category>
      <category domain="http://gameratty.com/tag/lag">lag</category>
      <category domain="http://gameratty.com/tag/war introduce">war introduce</category>
      <category domain="http://gameratty.com/tag/people">people</category>
      <category domain="http://gameratty.com/tag/people reach">people reach</category>
      <category domain="http://gameratty.com/tag/lag considerably">lag considerably</category>
      <category domain="http://gameratty.com/tag/war fortress siege">war fortress siege</category>
      <category domain="http://gameratty.com/tag/mmorpg blog">mmorpg blog</category>
      <source url="http://feeds.feedburner.com/~r/ToboldsBlog/~3/473475350/is-war-endgame-technically-possible.html">Is the WAR endgame technically possible?</source>
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      <title><![CDATA[Your Questions Answered: Prince of Persia]]></title>
      <link>http://gameratty.com/article/5df37423c50d44e7316f277c3d15ac58</link>
      <guid>http://gameratty.com/article/5df37423c50d44e7316f277c3d15ac58</guid>
      <description><![CDATA[Last week , I dropped by the PlayStation.Blog to find out what you wanted to know about Ubisofts new release, Prince of Persia . And to my excitement, there were well over a hundred questions about...]]></description>
      <content:encoded><![CDATA[<p><a href="http://blog.us.playstation.com/2008/11/24/ask-the-developer-prince-of-persia/">Last week</a>, I dropped by the <a href="http://blog.us.playstation.com/">PlayStation.Blog</a> to find out what you wanted to know about <a href="http://www.ubi.com/US/default.aspx">Ubisoft’s</a> new release, <a href="http://www.princeofpersiagame.com/">Prince of Persia</a>. 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!</p>
<p class = "center"><a href="http://www.flickr.com/photos/playstationblog/3077962486/" title="POP_S_063 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3190/3077962486_25f42e0e5b.jpg" width="500" height="281" alt="POP_S_063" /></a></p>
<blockquote><p><strong>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? </strong></p></blockquote>
<ul>
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.<br />
Sorry, there are no demo plans at this time.
</ul>
<blockquote><p><strong>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.</strong></p></blockquote>
<p><span id="more-3866"></span></p>
<ul>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>
<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.
</ul>
<blockquote><p><strong>narde15 asked: are their any trophies?</strong></p></blockquote>
<ul>
POP does indeed ship with trophies from day one.
</ul>
<p class = "center"><a href="http://www.flickr.com/photos/playstationblog/3077962388/" title="POP_S_055 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3222/3077962388_c951f381cd.jpg" width="500" height="281" alt="POP_S_055" /></a></p>
<blockquote><p><strong>FeaturePreacher asked: Will the prince be able to use different weapons besides the sword that is seen in gameplay videos?<br />
AND<br />
Will the prince be able to level up his combat abilities? I hope the prince has a long list of combat combinations. Does he?</strong></p></blockquote>
<ul>
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. </p>
<p>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.
</ul>
<blockquote><p><strong>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?</strong></p></blockquote>
<ul>
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:</p>
<ul>
<li>Open-ended structure</li>
<li>New combat system </li>
<li>New artistic direction</li>
<li>Role of the secondary character, Elika </li>
</ul>
<p>But you can also rest assured we’ve also kept the core fundamentals of what made the Sands of Time trilogy great.</p>
<ul>
<li>The balanced mix of acrobatics and combat</li>
<li>Excellent visuals</li>
<li>Highly detailed character and story</li>
<li>Highly responsive controls</li>
<li>1001 night’s universe / fantasy elements</li>
</ul>
<p>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.
</ul>
<blockquote><p><strong>narde15 asked: are you working on a prince of persia, playstation home space? will you consider one in the future?</strong></p></blockquote>
<ul>
We are not currently working on a Prince of Persia home space but we might consider it for future games.
</ul>
<p class = "center"><a href="http://www.flickr.com/photos/playstationblog/3077962290/" title="PoP_S_040 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3157/3077962290_766007396a.jpg" width="500" height="281" alt="PoP_S_040" /></a></p>
<blockquote><p><strong>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?<br />
Thanks! Can’t wait to go back to the PoP series =D</strong></p></blockquote>
<ul>
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.
</ul>
<blockquote><p><strong>chaosatom333 asked: I am disappointed that U guys didn’t include any time-shifting powers.<br />
They were awesome. Why did u guys do that?</strong></p></blockquote>
<ul>
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.
</ul>
<blockquote><p><strong>chaosatom333 asked: How long in production have u guys been?</strong></p></blockquote>
<ul>
Three years, start to finish.
</ul>
<p class = "center"><a href="http://www.flickr.com/photos/playstationblog/3077962774/" title="PoP_S_052 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3038/3077962774_d3044fe63c.jpg" width="500" height="281" alt="PoP_S_052" /></a></p>
<blockquote><p><strong>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.<br />
Fights are nice too.</strong></p></blockquote>
<ul>
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. </p>
<p>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.
</ul>
<blockquote><p><strong>narde15 asked: how big is the world of prince of persia? will their be side quests?</strong></p></blockquote>
<ul>
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.
</ul>
<blockquote><p><strong>Munkeh111 asked: What percentage of the game is combat? I am hoping for a high percentage of platforming!</strong></p></blockquote>
<ul>
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.
</ul>
<p class = "center"><a href="http://www.flickr.com/photos/playstationblog/3077131217/" title="POP_S_065 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3281/3077131217_a454314889.jpg" width="500" height="281" alt="POP_S_065" /></a></p>
<blockquote><p><strong>lifeRPGs asked: What are Ubisoft’s plans for the after-PoP?</strong></p></blockquote>
<ul>
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.
</ul>
<blockquote><p><strong>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?</strong></p></blockquote>
<ul>
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. </p>
<p>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.
</ul>
<blockquote><p><strong>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?</strong></p></blockquote>
<ul>
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.
</ul>
<p class = "center"><a href="http://www.flickr.com/photos/playstationblog/3077131245/" title="POP_S_061 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3183/3077131245_e0e712e055.jpg" width="500" height="281" alt="POP_S_061" /></a></p>
<blockquote><p><strong>luckettx asked: How many language tracks have been recorded for the Blu Ray release of this game in Europe? </strong></p></blockquote>
<ul>
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.
</ul>
<blockquote><p><strong>Yuriki93 asked: Does this game have anything story-related to the previous games?</strong></p></blockquote>
<ul>
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.
</ul>
<blockquote><p><strong>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?</strong></p></blockquote>
<ul>
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.
</ul>
<p class = "center"><a href="http://www.flickr.com/photos/playstationblog/3077962150/" title="PoP_S_031 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3161/3077962150_885c484540.jpg" width="500" height="281" alt="PoP_S_031" /></a></p>
<blockquote><p><strong>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</strong></p></blockquote>
<ul>
Prince Of Persia, like all Ubisoft games now, is subtitled in all languages.
</ul>
<blockquote><p><strong>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”?</strong></p></blockquote>
<ul>
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). </p>
<p>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. <img src='http://blog.us.playstation.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />
</ul>
<blockquote><p><strong>jazzyrider asked: what additional items are packaged with the limited edition versus the normal package?</strong></p></blockquote>
<ul>
<ul>
<li>Collectible Limited Edition packaging</li>
<li>An exclusive look at the making of Prince of Persia</li>
<li>A Prima digital mini-strategy guide full of developer&#8217;s secrets</li>
<li>A digital art book</li>
<li>The original soundtrack scored by master composer Inon Zur </li>
</ul>
</ul>
<p class = "center"><a href="http://www.flickr.com/photos/playstationblog/3077131169/" title="POP_S_064 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3278/3077131169_44827ec896.jpg" width="500" height="281" alt="POP_S_064" /></a></p>
<blockquote><p><strong>sainraja asked: I am looking forward to this but how similar is this to Sands of Time?<br />
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.</strong></p></blockquote>
<ul>
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. </p>
<p>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.
</ul>
<blockquote><p><strong>Dark_Vincent asked: Will there be different difficulty levels?</strong></p></blockquote>
<ul>
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.
</ul>
<blockquote><p><strong>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?</strong></p></blockquote>
<ul>
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.
</ul>
<blockquote><p><strong>Zankantou asked: What motivated your team to take the franchise into a radically new direction artistically?<br />
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?<br />
Is your team considering using this new artistic engine for future games as well?</strong>
</p></blockquote>
<ul>
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. </p>
<p>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.</p>
<p>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.
</ul>
<img src="http://feeds.feedburner.com/~r/PSBlog/~4/472843901" height="1" width="1"/>]]></content:encoded>
      <pubDate>Tue, 02 Dec 2008 17:11:36 +0000</pubDate>
      <category domain="http://gameratty.com/tag/prince">prince</category>
      <category domain="http://gameratty.com/tag/persia">persia</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/quick real-time mini-games">quick real-time mini-games</category>
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      <category domain="http://gameratty.com/tag/team ico games">team ico games</category>
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      <category domain="http://gameratty.com/tag/illustrative art style">illustrative art style</category>
      <category domain="http://gameratty.com/tag/time prince forever">time prince forever</category>
      <source url="http://feeds.feedburner.com/~r/PSBlog/~3/472843901/">Your Questions Answered: Prince of Persia</source>
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      <title><![CDATA[Burnout Paradise charges for entry to Big Surf Island]]></title>
      <link>http://gameratty.com/article/eb0a1b5bfbca08679aa978a0a1776272</link>
      <guid>http://gameratty.com/article/eb0a1b5bfbca08679aa978a0a1776272</guid>
      <description><![CDATA[Criterion have announced that the forthcoming Burnout Paradise downloadable content, Big Surf Island , will not be free as previously stated. According to the developers blog, the decision was made...]]></description>
      <content:encoded><![CDATA[<p><img class="attachment wp-att-8882" src="http://www.thatvideogameblog.com/wp-content/uploads/2008/12/burnout_paradise.jpg" alt="" width="626" height="352" /></p>
<p>Criterion have announced that the forthcoming <em>Burnout Paradise</em> downloadable content, <em>Big Surf Island</em> , will not be free as previously stated. According to the developer&#8217;s blog, the decision was made after the expansion took on a life of its own. &#8220;We never expected to create anything this ambitious for the island, but as it progressed we got more and more excited about what it could become&#8230; Big Surf is the culmination of everything we learned creating Paradise City, and we want it to bring you a truly spectacular new experience – the highlight of a year of incredible premium content.&#8221;</p>
<p>Conceived as a big ol&#8217; playground of carnage, <em>Big Surf Island</em> is all about jumps and stunts. The developers liken it to the Quarry, Airfield or Big Surf Beach areas<em>,</em> except bigger. Much bigger. With all the love, care and free-ness Criterion have put into <em>Paradise&#8217;s</em> DLC, it&#8217;s really hard to begrudge them a few pennies for <em>Big Surf Island</em>, especially when it looks as fun as this. Just how many pennies we&#8217;ll have to part with is yet to be officially announced, however, as is the release date. We&#8217;ll bring news when it hits.</p>
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      <pubDate>Tue, 02 Dec 2008 14:16:33 +0000</pubDate>
      <category domain="http://gameratty.com/tag/surf">surf</category>
      <category domain="http://gameratty.com/tag/surf island">surf island</category>
      <category domain="http://gameratty.com/tag/island">island</category>
      <category domain="http://gameratty.com/tag/surf beach">surf beach</category>
      <category domain="http://gameratty.com/tag/criterion">criterion</category>
      <category domain="http://gameratty.com/tag/free-ness criterion">free-ness criterion</category>
      <category domain="http://gameratty.com/tag/developers blog">developers blog</category>
      <category domain="http://gameratty.com/tag/free">free</category>
      <category domain="http://gameratty.com/tag/incredible premium content">incredible premium content</category>
      <source url="http://www.thatvideogameblog.com/2008/12/02/burnout-paradise-charges-for-entry-to-big-surf-island/">Burnout Paradise charges for entry to Big Surf Island</source>
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      <title><![CDATA[Gears of War 2 Review]]></title>
      <link>http://gameratty.com/article/98c0bbd09ee4dbe33b1a60d256ca48bb</link>
      <guid>http://gameratty.com/article/98c0bbd09ee4dbe33b1a60d256ca48bb</guid>
      <description><![CDATA[Gears of War 2 is the follow-up to the enormously successful pop-n-stop shooter Gears of War. Developed by Epic Games and touted as &quot;Bigger, Badder, and more Badass,&quot; Gears of War 2 delivers with the...]]></description>
      <content:encoded><![CDATA[<div><a href="http://3.bp.blogspot.com/_4eRJubcCr2Q/STVE-TVyz2I/AAAAAAAABg4/hV-UIQBvazw/s1600-h/gears-of-war-2-20080220032224507_640w.jpg"><img id="BLOGGER_PHOTO_ID_5275198375668666210" style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 400px; CURSOR: hand; HEIGHT: 320px; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_4eRJubcCr2Q/STVE-TVyz2I/AAAAAAAABg4/hV-UIQBvazw/s400/gears-of-war-2-20080220032224507_640w.jpg" border="0" /></a>Gears of War 2 is the follow-up to the enormously successful pop-n-stop shooter Gears of War. Developed by Epic Games and touted as "Bigger, Badder, and more Badass," Gears of War 2 delivers with the same addictive gameplay and spectacular graphics, but its blemishes are more visible this time around.</div><div><br /><div><strong>Gameplay: 9.5/10</strong></div><div>The gameplay really hasn't changed that much since the first time around. You move in and out of cover with the A-button, aim with the left trigger and shoot Locusts with the right trigger. There are some great gameplay additions like the ability to grab a downed opponent and use them as a shield...and the OK chainsaw battles. The more important and necessary tweaks come in the form of giving bullets "stopping-power" which severely hampers shotgun bum rushes and making chainsawers vulnerable during the animation. The main campaign and story is also a lot better but still littered with some ridiculously cliche dialogue.<br /></div><div></div><img id="BLOGGER_PHOTO_ID_5275198381906730978" style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 400px; CURSOR: hand; HEIGHT: 225px; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_4eRJubcCr2Q/STVE-qlEH-I/AAAAAAAABhA/XZrjDaljR1E/s400/mygears2.jpg" border="0" /><br /><div><strong>Graphics: 9.5/10</strong></div><div>Unreal Engines still delivers in the graphics department and the animations, characters and levels all look spectacular. If you thought Gears 1 looked good, Gears of War 2 certainly won't disappoint. The multiplayer levels have a fantastic variety of looks, lighting, and color palletes. Unfortunately that doesn't translate to the latter part of the campaign where you spend a majority of your time underground in blase tunnels.</div><br /><div><strong>Sound/Music: 9.5/10</strong></div><div>The voice acting is really good, but there is still some dialogue that is suspect. All the Locust talk is incredibly well done and the one-liners in multiplayer work well. The sound FX are fantastic. The weapons sound visceral and get your adrenaline pumping. The music is good but is dwarfed by the sounds of combat.<br /><br /></div><div></div><img id="BLOGGER_PHOTO_ID_5275198384044845842" style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 400px; CURSOR: hand; HEIGHT: 225px; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_4eRJubcCr2Q/STVE-yi1KxI/AAAAAAAABhI/IWNfoqTNkLM/s400/mygears21.jpg" border="0" /><br /><div><strong>Lasting Appeal: 9/10</strong></div><div>Gears of War 2 makes great strides in its multiplayer. It has 15 maps, a much improved spectator mode/camera, and some great new multiplayer modes (specifically Wingman, Submission and the incredibly addictive Horde mode). It also has implemented a matchmaking system...which was incredibly slow at launch and was recently patched...even still it pales in comparison to the matchmaking found in other games. The ranking system is also suspect since my fellow teammates and I have ranked up when we lose and ranked down after a win. There is still a significant host advantage, disconnects, and incredibly laggy multiplayer. Finally, multiplayer is in need of some sort of health bar...the red gear indicator is too subjective and there's nothing more frustrating than getting killed because you judged you and your opponents damage incorrectly.<br /></div><div> </div><div>Average: 93.75%</div><div>Tilt: +0.25%</div><br /><div>Despite its flaws, Gears of War 2 is still a vastly entertaining experience. Yes it can be frustrating at times. But regardless of how many times you get killed, you never want to put down the controller. When it comes to multiplayer, GoW2 is not nearly as technically capable or refined as Halo 3, but the game itself is still just as fun.<br /></div><div><strong><span style="font-size:180%;">Verdict: 94%</span></strong></div></div>
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      <pubDate>Tue, 02 Dec 2008 10:53:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/incredibly laggy multiplayer">incredibly laggy multiplayer</category>
      <category domain="http://gameratty.com/tag/multiplayer">multiplayer</category>
      <category domain="http://gameratty.com/tag/gears">gears</category>
      <category domain="http://gameratty.com/tag/war">war</category>
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      <source url="http://feeds.feedburner.com/~r/GnadeGames/~3/472512035/gears-of-war-2-review.html">Gears of War 2 Review</source>
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      <title><![CDATA[Burnout Paradise's Big Surf Island now premium DLC ]]></title>
      <link>http://gameratty.com/article/8cc296bc2d39772580a7bc547472883d</link>
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      <description><![CDATA[Filed under: Sony PlayStation 3 , Microsoft Xbox 360 , Driving
Criterion has announced that its upcoming Burnout Paradise downloadable content Big Surf Island, contrary to previous statements in the...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/driving/" rel="tag">Driving</a></p><div align="center"><a href="http://www.criteriongames.com/article.php?artID=374"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/burnout-paradise-surf-island-490.jpg" alt="" /></a></div>
Criterion has <a href="http://www.criteriongames.com/article.php?artID=374">announced</a> that its upcoming <a href="http://www.joystiq.com/tag/burnout-paradise"><em>Burnout Paradise</em></a> downloadable content Big Surf Island, contrary to previous statements in the developer's podcast, will no longer be offered gratis. Said the developer, "Big Surf is the culmination of everything we learned creating Paradise City, and we want it to bring you a truly spectacular new experience - the highlight of a year of incredible premium content."<br /><br />Surf Island will focus heavily on stunts -- in Criterion's words, the mantra is, "If you can see it, you can drive it." What we don't know at the moment is how much it will cost, or when it will be made available. The car shown in the images, the Dust Storm, will also be available the same time as Surf Island, although there is no indication if it will be free or premium DLC. If you haven't jumped on the <em>Burnout Paradise </em>bandwagon (and subsequently rammed it into a busy intersection, sending the bandwagon flying into a nearby construction site), the <a href="http://www.joystiq.com/2008/10/31/burnout-paradise-party-ultimate-box-coming-feb-2009/">Ultimate Box edition</a> is coming in February 2009.<br />
<div class="postgallery">
<p><strong>Gallery: <a href="http://www.xbox360fanboy.com/photos/burnout-paradise-big-surf-island-1/">Burnout Paradise: Big Surf Island</a></strong></p>
<a href="http://www.xbox360fanboy.com/photos/burnout-paradise-big-surf-island-1/1194894/"><img title="" alt="" src="http://www.blogcdn.com/www.xbox360fanboy.com/media/2008/12/bigsurf1_thumbnail.jpg" /></a><a href="http://www.xbox360fanboy.com/photos/burnout-paradise-big-surf-island-1/1194897/"><img title="" alt="" src="http://www.blogcdn.com/www.xbox360fanboy.com/media/2008/12/bigsurf2_thumbnail.jpg" /></a><a href="http://www.xbox360fanboy.com/photos/burnout-paradise-big-surf-island-1/1194895/"><img title="" alt="" src="http://www.blogcdn.com/www.xbox360fanboy.com/media/2008/12/bigsurf3_thumbnail.jpg" /></a><a href="http://www.xbox360fanboy.com/photos/burnout-paradise-big-surf-island-1/1194896/"><img title="" alt="" src="http://www.blogcdn.com/www.xbox360fanboy.com/media/2008/12/bigsurf4_thumbnail.jpg" /></a></div><p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"><a href="http://www.joystiq.com/2008/12/01/burnout-paradises-big-surf-island-now-premium-dlc/">Burnout Paradise's Big Surf Island now premium DLC </a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 01 Dec 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.</p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href=http://www.criteriongames.com/article.php?artID=374>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/12/01/burnout-paradises-big-surf-island-now-premium-dlc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1387523/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/12/01/burnout-paradises-big-surf-island-now-premium-dlc/#comments" title="View reader comments on this entry">Comments</a></p>
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      <pubDate>Mon, 01 Dec 2008 10:30:00 +0000</pubDate>
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      <source url="http://feedproxy.google.com/~r/weblogsinc/joystiq/~3/DNNC-dSfp2o/">Burnout Paradise's Big Surf Island now premium DLC </source>
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