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Było niedawno o Early Access. Pół biedy niedokończona gra, co innego takie przypadki, których niestety coraz więcej - http://www.escapistmagazine.com/videos/view/jimquisition/9075-Salt-Of-The-Earth-A-Steam-Fail-Story

 

Mało tego - czasem takie potworki wychodzą bez oznaczenia Early Access, jak np. niesławny Guise of the Wolf.

Edytowane przez Suavek
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Może i news mało "PC-towy" ale jednak jak by nie patrzeć jest kilka znanych i lubianych gier z uniwersum Star Wars na PC, więc w niewielkim stopniu nas to tez dotyczy. A o czym mowa? O zmianach odnośnie kanonu Star Wars. 

 

 

Więcej poniżej:

 

 

http://www.kotaku.co.uk/2014/04/26/lucasarts-make-official-star-wars-extended-universe-doesnt-count

 

 

 

Jakieś opinie? Ja się przyznam, ze moja wiedza to i tak 99% filmy więc mnie to nie robi wielkiej różnicy.

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Panowie, pytanie do tych co są już po tej 'batali': skąd braliście poradnik odnośnie DSfix (czy jak to się tam zwie) odnośnie "Dark Souls: Prepare to Fix Edition". Jest jakaś jedna, szczególnie dobra strona z tym czy jak?

 

Jako, ze wyszła już 'dwójka' to czas by się zabrać za 'jedynkę'. Właśnie się gra ściąga...

 

 

 

*pacza na fanatyka Gattza*

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Muszę przyznać, że ten tydzień jest bardzo udany jeśli chodzi o zapowiedzi świetnych fps'ów.

Wpierw nowy UT:

 

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New Unreal Tournament game will be free, developed by Epic and UT community
New Unreal Tournament game will be free, developed by Epic and UT community
Emanuel Maiberg at 20:26 on 08 May 2014

unreal2k4-small21.png

Epic Games announced the future of Unreal Tournament today. The great news is that it will indeed have a future, meaning you can now start anti(pipi)ting another Unreal Tournament, though we have no idea when it will come out or what it will be called. However, everything else about the game’s development is different from what you’d expect from Epic, or any other developer for that matter.

Here’s the deal: a small core team of developers and Unreal Tournament veterans at Epic will start working on the game today. Epic explained on its blog that it's expecting that the Unreal Engine 4 developer community will help them create it.

“From the very first line of code, the very first art created and design decision made, development will happen in the open, as a collaboration between Epic, UT fans and UE4 developers,” Epic said. “We’ll be using forums for discussion, and Twitch streams for regular updates.”

The goal is to stay true to the series’ roots, meaning creating a competitive, first-person arena shooter. Development will focus on Windows, Mac, and Linux, all code content will be available via GitHub, and if you want to parti(pipi)te all you need to do is create a free account and join Epic’s forum discussion.

Since it will in part be created by a community of volunteers, the game will be free when it comes out. Epic stressed the point that it will be just free, not free-to-play. However, it also said that eventually it will create a marketplace where developers, modders, artists, and players can buy and sell mods and content, or just give it away for free. Earnings from this marketplace will be split between the content creator and Epic, which is how it plans to pay for the game.

Mods and user-created maps in previous Unreal Tournaments were a huge part of their appeal, and allowing these modders a way to profit from their creations sounds like a good idea. It also sounds like it could annoy a huge number of people along the way, and Epic’s aware of that.

"This is new for us,” Lead Level Designer David Spalinski said during Epic’s Twitch broadcast today. “We expect there will be speedbumps. But we're going to do the best we can to include everybody."

If you want to jump right in and start contributing to the next Unreal Tournament, head over to the wiki and forums.

A potem zapowiedź Killing Floor 2:

 

Killing Floor 2 exclusive first look: co-op FPS horror with the most advanced gore system ever

Wes Fenlon at 15:00 on 08 May 2014

killingfloor2-teaser-610x343.jpg

Paris is burning. The sky behind the Eiffel Tower glows an ominous orange through a haze of billowing smoke. Sparks and ash and scraps of paper float through the dark streets of the city, where cars and offices stand eerily abandoned.

A manhole opens. For a moment, nothing happens. And then a zed, a naked genetic freak sheathed in slimy grey skin, pops out of the hole like a horrorshow jack-in-the-box. The zed has the mind of a child. It doesn't know much, but it knows it wants to kill.

The zed manages two steps from the manhole before a stream of bullets blast it off its feet. More bullets tear into it in midair, splattering blood across the street and unburdening its gut of a generous helping of internal organs. Everyone in the dark conference room at Tripwire Interactive laughs or oohs as they watch the most complicated gore system in gaming—a gore system they've been building for Killing Floor 2 for the past two years—eviscerate the zed in a way they've never quite seen before.

Since shipping World War II FPS Red Orchestra 2 in 2011, Tripwire has dedicated itself to the sticky art of digital dismemberment for the sequel to 2009's co-op wave-based shooter. They want each and every exploded brain, severed leg and bloody gutshot to look unique. Bill Munk, creative director and senior animator at Tripwire, has a saying: Red Orchestra is realism. Killing Floor is coolism.

"Killing Floor is a simple game," says Munk. "You have weapons. You see something that looks messed up. And you kill it. You get money for doing it and you buy better weapons. Rinse and repeat. The more enjoyable that small little loop is, the more successful the game is."

Munk is one of Tripwire's co-founders. He couldn't hide his enthusiasm for games if he tried; over dinner, he gushes about how he played a borrowed copy of Metal Gear Solid in his college dorm for an entire weekend, substituting caffeine for sleep. When Munk talks about Killing Floor 2, most of his sentences end with "as sick as possible."

"This project on an animation end has been a dream come true for me," he says. “This is the first time we had the budget for me to do mocap for everything and try to make everything look as sick as possible."

When Munk says everything, he means it. The gun animations are mocapped. Melee is mocapped for first- and third-person perspectives. Killing Floor 2 is still a simple game. But this time, it looks good.

killingfloor2-guns-610x343.jpg

A killer mod

"[Killing Floor 2] is the first time we've been able to develop a game from start to finish with what I would call a reasonable size staff and a reasonable size budget," says John Gibson, Tripwire's president and a co-founder along with Munk.

Gibson is entertaining and outspoken for a company president. Tripwire's pedigree for realistic weaponry stems from Gibson's passion for them. Many guns in Killing Floor 2, like the Commando class's SCAR Mk 17 and AK-12, are modeled from his own personal collection. If he's not talking about guns or videogames, there's a good chance he's talking about cars. "Have you ever ridden in a DeLorean?" he asks me with a grin when we take a break for lunch. I have now ridden in a DeLorean.

Gibson and the other founding members of Tripwire had to take out loans to pay for their first game, Red Orchestra. They started as an Unreal Tournament 2004 mod team. Killing Floor was another Unreal mod, created by Alex Quick. Once Tripwire turned RO into a standalone game, they convinced Quick to port over Killing Floor. They played the mod so much, Gibson put Red Orchestra 2 on hold mid-development to turn Killing Floor into a full game. Ten people made the game in three months. As of 2014, Killing Floor has sold nearly 2.5 million copies.

Tripwire is now 50 employees strong. Killing Floor 2 is coming to Steam Early Access for Windows and Valve's SteamOS. When? Not as soon as I may want, Gibson says, but sooner than I may expect. After watching them play KF2, I know they got at least the first half of that statement right.

Będzie w co grać w przyszłym roku,zwłaszcza KF2 mnie niezmiernie cieszy bo w jedynkę przegrałem sporo godzin. Tylko wpierw kompa trzeba złożyć bo na lapku to sobie nie poszaleję:D

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Info o nowym UT brzmi zbyt pięknie, by było prawdziwe. Nie żebym miał coś przeciwko, oczywiście, ale czy aby na pewno się sprawdzi?

 

Cóż, plus, że skupiają się na PC, w przeciwieństwie do konsolowego UT3. Może też ujrzymy nowe-stare mapy w odcieniu inny niż brązowy i szary. ;>

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Visual novelka od twórcy Spice & Wolf zmierza na STEAM:

The first episode of Spice & Wolf creator Isuna Hasekura's three part visual novel World End Economica is now available in English via Steam Early Access.

Set in on a lunar colony in the distant future, World End Economica's story centers on the exploits of a boy with an ambitious dream. However, in order to fulfill his desires, our protagonist will requires a great deal of capital. And what better way to get it than by using the stock market? 

The mercantile themes shouldn't be a surprise for those familiar with Hasekura's previous work, as Spice & Wolf follows the journey of a merchant and his wolf-deity travelling companion. The author also penned a manga called Billionaire Girl, so it's safe to say that financial motifs run deep in his work. 

World End Economica comes from doujin cirlce Spicy Tails and was localized by the Sekai Project, a multinational group working to promote Japanese indie games. The team is presently working on adding additional languages in addition to developing a new engine to support Mac and Linux. Once that's complete, they'll start localizing the second and third episodes.

The visual novel is on sale for $9.74 through the end of the weekend, when the price will rise to $12.99.

WORLD END ECONOMiCA episode.01 [steam]

Edytowane przez Paliodor
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