Tags Posts tagged with "360"

360

So, vault hunters. You’ve come back for more. And this time your adventures will take place on the moon. A change of scenery is always good. Especially considering I’ve spent over 400 hours on the first Borderlands and at least 200 on Borderlands 2. It’s fair to say I know my Borderlands. But Borderlands 2 failed to create that spark within me that made me take days off work and just generally attempt to avoid everything that wasn’t Borderlands. So I visit the moon in the hope that spark returns.

And because this is a moon that comes with a nice fat helping of low gravity gameplay. Sadly low gravity isn’t as fun as 2K Australia seem to think it is. After the first couple of higher-than-normal jumps the novelty has more than worn off. And so you spend most of the game hitting your head on low objects and just generally wishing you could jump, run and sprint the way you usually do. Sadly it’s nothing more than a gimmick wedged into the game. Adding the need for topping up oxygen reserves and an associated item, called Oz Kits, for you to loot increasing your tanks and providing various other abilities really doesn’t do enough to validate it. If you remove low gravity, the need for oxygen and the ‘Oz Kits’ completely out of The Pre-Sequel nothing would change and in fact the gameplay would be much less cluttered.

Borderlands hasn’t returned to the original ways of an almost irrelevant plot and constant instances of ‘what was that guys name?’. Although truth be told that never bothered me and the first Borderlands, irrelevant plot and all, is still my favourite. The constant humour and general foolishness are perpetual in The Pre-Sequel. Borderlands still remains the only game that can genuinely make me laugh. And I don’t mean the odd chuckle or a smile I mean actual audible laughter. But The Pre-Sequel doesn’t quite have the same punch that Borderlands 2 had.

Instead it attempts to make up for less quips and quick-witted pop culture references by offering a unique perspective. Any of the characters you can play as, except for the beloved Claptrap, is a villain. The concept that Handsome Jack isn’t a villain in his own mind is further explored in The Pre-Sequel by putting you in control of one of those villains. The game is set far enough in the past that there are plenty of notable characters for you to see periodically and on occasion even interact with.

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But all this really does is convince you that you’d rather be playing as someone else. I was a Mordecai guy myself and I accepted the events that transpired in Borderlands 2 only because it hit me so hard (seriously I swear I shed a proper tear). My co-op partner played Roland and again we all just had to accept the outcomes of Borderlands 2. Even then all we really wanted was to play as the original characters but the franchise moved forwards so we learned to love our new roster of Vault Hunters.

In The Pre-Sequel this is taken to a new level. We know what happens to most of the characters and we know what happens in the overall story. Being constantly reminded that the plot you’re in and the characters you’re controlling and meeting have totally predetermined endings doesn’t allow you to even come close to feeling connected with your characters. If the second Borderlands strained the relationship between player and character then The Pre-Sequel totally dismantles it and burns it. At least in Borderlands 2 there could be meaningful events. That simply isn’t possible without feeling connected to a character and The Pre-Sequel doesn’t even try to make room for such a connection.

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Those things aside, The Pre-Sequel does things much the same as other Borderlands titles. The addition of the ‘Grinder’ vending machine allows you to sacrifice three guns and have a chance to turn them into something better – or at least rarer. So if you put in 3 uncommon pistols you get a chance to get a rare pistol. If you put in three different weapon types of the same rarity you might get any one of those weapons. The odds of ‘winning’ and getting a good return are surprisingly high for Borderlands, or any loot-em-up really, and from my experience seem to give around a 50/50 chance of either returning a weapon of equal rarity to the parts provided or one of higher rarity. Rather generously you can also spend moon-shards on the process and guarantee the best result. In the end game this is a fantastic way to scrap loot when the shops no longer cater for your needs and also gives you a way to spend shards rather than them becoming totally redundant after you’ve bought all the SDUs.

I didn’t get that feeling I got jumping from the first Borderlands to the second. The Pre-Sequel is built using the same engine as Borderlands 2 and there are no obvious mechanical or visual improvements. Even at its best The Pre-Sequel feels like DLC. Admittedly this would be the mother of all DLC’s but really there’s less difference between Borderlands 2 and The Pre-Sequel as there is between the first Borderlands pre and post Knoxx’s Armoury. And that just stings a little bit.

And it’s not the only thing that stings. There are regular frame rate drops, especially when using some of Borderland’s more interesting weapons. Early game I used a unique MIRV (which is a type of grenade that separates into various child grenades before exploding) which boasted double the child grenades in the flavour text. And they did, often at risk to my own life, but they were very effective in the right circumstances – small rooms being a particular specialty. But for both me and my co-op partner frames dropped to 1/second and beyond so I just had to stop using them. More general ‘lag’ is a problem too and clients in particular can expect regular momentary interruptions or the need to press reload at least twice. By the third game this should be sorted. Especially given the decision to play it safe and release the game on last gen tech using the same engine, this really shouldn’t be happening anymore. Claptrap himself says it best in the game “This is prooobably fixed. Someone else’ll test it, anyway.”.

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It’s impossible to see The Pre-Sequel as anything other than DLC. Due to its very nature as a prequel we know what happens to the world and its characters. Putting plot aside, never too challenging in a Borderlands title, the gameplay is exactly like Borderlands 2 with low gravity forced in as an attempt to refresh the gameplay. The grinder makes a noticeable, and welcome, change to late game looting but it’s still something that could’ve been added with DLC.

With very few new features and old hardware the latest instalment of Borderlands does virtually nothing to move the franchise forward. But The Pre-Sequel is undoubtedly good fun and thankfully Borderlands hasn’t lost its identity. Humour is still integral but all your favourite characters remain off limits and serve only to make playable characters feel like third place; second place being won already. That is except Claptrap who you won’t be seeing because he is playable. Instead you’ll be presented with more generic Claptrap units than ever. They’re still funny but they’re not our beloved Claptrap who first opened a gate for some wannabe Vault Hunters way, way back in the early days on Pandora. The Pre-Sequel is good fun but it is a prequel in both title and design. For the true Borderlands experience the first game and its DLC’s are still the way to go. I’m starting to think they always will be.

 

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Aliens - Colonial Marines

Here is the update for Aliens: Colonial Marines for PC, Xbox 360 and Playsation 3.

Steam will automatically download and apply the latest Aliens: Colonial Marines updates. To ensure you have the latest update, simply restart Steam. All updates are cumulative; you only need to install the most recent version to receive all updates.

PC Information

2/11/2013 Update
General

  • General user interface improvements.
  • Various performance improvements.
  • Fixed issue where a door may not function properly if a Xeno was killed while opening it.
  • Addressed issue where players could become stuck in a close encounter after killing a Lurker that had pounced them.
  • Fixed collision issue where bullets would not pass through certain open doorways.
  • Fixed an issue related to clients incorrectly interrupting Xeno melee encounters.
  • Addressed an issue where doors would sometimes not open properly.
  • Addressed an exploit where players could melee while throwing a grenade or placing a claymore.
  • Fixed some collision detection issues that could result from a close encounter.
  • Prevented campaign pop-ups from appearing outside of campaign.

Campaign

  • Fixed an issue that could prevent NPCs from getting on the elevator in the Sulaco.
  • NPCs no longer attempt to open doors while being welded.
  • Fixed issue where Raven could sometimes pass through welded door.
  • Implementing a message to warn players that campaign progress will be overwritten if they try to start an offline campaign game from within the co-op campaign UI.
  • Adjusted the distance between players before they’re warped to the location of furthest player in co-op.
  • Fixed issue where torch would sometimes appear incorrectly to co-op clients.
  • Fixed issue where difficulty could sometimes become stuck incorrectly after switching modes.
  • Fixed issue where co-op player would not recover properly after being saved from a close encounter.
  • Fixed issue where Russian players could not drop into a co-op match in some missions.
  • Updated late-game close encounter moment to disable player input, which could cause them to become stuck.

Multiplayer

  • Resolved issue where campaign Motion Tracker could incorrectly in multiplayer loadouts.
  • Fixed issue where clients would sometimes be invisible after spawning in No Hope in Hadleys.
  • Multiplayer teams are now randomized (parties excluded) if percentage difference in scores is greater than 15%
  • ‘Switch Teams’ option removed from the Pause menu.
  • Corrected issue where server and client could get out-of-sync when switching out of a power-up while firing.
  • Fixed issue where controller would vibrate during the scores screen if Rage ability was active upon match end.
  • Fixed issue where Cloak ability would not conceal the Lurker when walking or jogging.
  • Corrected bug where clients appeared to spawn outside of world before match start.
  • Removed placeholder text from appearing on scoreboard in certain situations.
  • Improved camera transition when Xeno enters a vent.
  • Fixed issue where Xenomorph HUD could sometimes appear in the wrong color.
  • Fixed issue with Spitter acid sometimes preventing players from deploying a Sentry Turret for a short while.
  • Spitter’s “Acid Spray” now originates from the mouth.
  • Escape: Fixed issue where Xenos could spawn in unplayable space.
  • Escape: Fixed issue where Xeno players could lose functionality if warped to next area while in a vent.
  • Escape: Addressed issues where players would spawn with no weapon if they were the last Marine to die in Escape.
  • Escape: Fixed issue where Cat-Like Reflexes ability would not properly complete in an Escape match.
  • Escape: Improved timing and placement of warp locations in Emergency Evac map.

 

  • Xbox 360 Information

You can download the latest update by launching Aliens: Colonial Marines while connected to Xbox LIVE. You will be prompted to install the update if you do not already have the latest version. All updates are cumulative; you only need to install the most recent version to receive all updates.

2/12/2013 Update
General

  • General user interface improvements.
  • Various performance improvements.
  • Fixed issue where a door may not function properly if a Xeno was killed while opening it.
  • Addressed issue where players could become stuck in a close encounter after killing a Lurker that had pounced them.
  • Fixed collision issue where bullets would not pass through certain open doorways.
  • Fixed an issue related to clients incorrectly interrupting Xeno melee encounters.
  • Addressed an issue where doors would sometimes not open properly.
  • Addressed an exploit where players could melee while throwing a grenade or placing a claymore.
  • Fixed some collision detection issues that could result from a close encounter.
  • Prevented campaign pop-ups from appearing outside of campaign.

Campaign

  • Fixed an issue that could prevent NPCs from getting on the elevator in the Sulaco.
  • NPCs no longer attempt to open doors while being welded.
  • Fixed issue where Raven could sometimes pass through welded door.
  • Implementing a message to warn players that campaign progress will be overwritten if they try to start an offline campaign game from within the co-op campaign UI.
  • Adjusted the distance between players before they’re warped to the location of furthest player in co-op.
  • Fixed issue where torch would sometimes appear incorrectly to co-op clients.
  • Fixed issue where difficulty could sometimes become stuck incorrectly after switching modes.
  • Fixed issue where co-op player would not recover properly after being saved from a close encounter.
  • Fixed issue where Russian players could not drop into a co-op match in some missions.
  • Updated late-game close encounter moment to disable player input, which could cause them to become stuck.
  • Splitscreen: Weapon Radial menu no longer appears for other players when the pause menu is opened.
  • Splitscreen: Fixed issue where if the Game Menu is opened while accessing the Weapon Radial, it stays up on does not function properly.

Multiplayer

  • Resolved issue where campaign Motion Tracker could incorrectly in multiplayer loadouts.
  • Fixed issue where clients would sometimes be invisible after spawning in No Hope in Hadleys.
  • Multiplayer teams are now randomized (parties excluded) if percentage difference in scores is greater than 15%
  • ‘Switch Teams’ option removed from the Pause menu.
  • Corrected issue where server and client could get out-of-sync when switching out of a power-up while firing.
  • Fixed issue where controller would vibrate during the scores screen if Rage ability was active upon match end.
  • Fixed issue where Cloak ability would not conceal the Lurker when walking or jogging.
  • Corrected bug where clients appeared to spawn outside of world before match start.
  • Removed placeholder text from appearing on scoreboard in certain situations.
  • Improved camera transition when Xeno enters a vent.
  • Fixed issue where Xenomorph HUD could sometimes appear in the wrong color.
  • Fixed issue with Spitter acid sometimes preventing players from deploying a Sentry Turret for a short while.
  • Spitter’s “Acid Spray” now originates from the mouth.
  • Escape: Fixed issue where Xenos could spawn in unplayable space.
  • Escape: Fixed issue where Xeno players could lose functionality if warped to next area while in a vent.
  • Escape: Addressed issues where players would spawn with no weapon if they were the last Marine to die in Escape.
  • Escape: Fixed issue where Cat-Like Reflexes ability would not properly complete in an Escape match.
  • Escape: Improved timing and placement of warp locations in Emergency Evac map.

Playstation 3 Information

You can download the latest update by launching Aliens: Colonial Marines while connected to PlayStation Network. You will be prompted to install the update if you do not already have the latest version. All updates are cumulative; you only need to install the most recent version to receive all updates.

2/12/2013 Update
General

  • General user interface improvements.
  • Various performance improvements.
  • Fixed issue where a door may not function properly if a Xeno was killed while opening it.
  • Addressed issue where players could become stuck in a close encounter after killing a Lurker that had pounced them.
  • Fixed collision issue where bullets would not pass through certain open doorways.
  • Fixed an issue related to clients incorrectly interrupting Xeno melee encounters.
  • Addressed an issue where doors would sometimes not open properly.
  • Addressed an exploit where players could melee while throwing a grenade or placing a claymore.
  • Fixed some collision detection issues that could result from a close encounter.
  • Prevented campaign pop-ups from appearing outside of campaign.

Campaign

  • Fixed an issue that could prevent NPCs from getting on the elevator in the Sulaco.
  • NPCs no longer attempt to open doors while being welded.
  • Fixed issue where Raven could sometimes pass through welded door.
  • Implementing a message to warn players that campaign progress will be overwritten if they try to start an offline campaign game from within the co-op campaign UI.
  • Adjusted the distance between players before they’re warped to the location of furthest player in co-op.
  • Fixed issue where torch would sometimes appear incorrectly to co-op clients.
  • Fixed issue where difficulty could sometimes become stuck incorrectly after switching modes.
  • Fixed issue where co-op player would not recover properly after being saved from a close encounter.
  • Fixed issue where Russian players could not drop into a co-op match in some missions.
  • Updated late-game close encounter moment to disable player input, which could cause them to become stuck.
  • Splitscreen: Weapon Radial menu no longer appears for other players when the pause menu is opened.
  • Splitscreen: Fixed issue where if the Game Menu is opened while accessing the Weapon Radial, it stays up on does not function properly.

Multiplayer

  • Resolved issue where campaign Motion Tracker could incorrectly in multiplayer loadouts.
  • Fixed issue where clients would sometimes be invisible after spawning in No Hope in Hadleys.
  • Multiplayer teams are now randomized (parties excluded) if percentage difference in scores is greater than 15%
  • ‘Switch Teams’ option removed from the Pause menu.
  • Corrected issue where server and client could get out-of-sync when switching out of a power-up while firing.
  • Fixed issue where controller would vibrate during the scores screen if Rage ability was active upon match end.
  • Fixed issue where Cloak ability would not conceal the Lurker when walking or jogging.
  • Corrected bug where clients appeared to spawn outside of world before match start.
  • Removed placeholder text from appearing on scoreboard in certain situations.
  • Improved camera transition when Xeno enters a vent.
  • Fixed issue where Xenomorph HUD could sometimes appear in the wrong color.
  • Fixed issue with Spitter acid sometimes preventing players from deploying a Sentry Turret for a short while.
  • Spitter’s “Acid Spray” now originates from the mouth.
  • Escape: Fixed issue where Xenos could spawn in unplayable space.
  • Escape: Fixed issue where Xeno players could lose functionality if warped to next area while in a vent.
  • Escape: Addressed issues where players would spawn with no weapon if they were the last Marine to die in Escape.
  • Escape: Fixed issue where Cat-Like Reflexes ability would not properly complete in an Escape match.
  • Escape: Improved timing and placement of warp locations in Emergency Evac map.

A silver haired man from Capcom hacked, slashed and brooded his way on to our consoles in 2001 and this year he made a return, after a bit of a makeover. Dante has changed the way he looks, but how does the rest of DmC stand up against the Devil May Cry series?

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One of the most notable things about the Devil May Cry series is the array of weapons at Dante’s disposal and these could be confusing at first. Thankfully DmC slowly introduces these one at time and shows you how to use them and not in a way that screams tutorial in your face. Each time you acquire a new weapon you are taken to a different plane in which to you need to use it to traverse obstacles or fight new enemies. This technique works well, teaching without condescending and slowly combining the various weapons and creating a learning curve.

There was a worry at first that Ninja Theory, a small and fairly young company from Cambridge, wouldn’t be able to create a game that could handle such complex weapons and fight systems, however DmC is doing just fine. With a helping hand from Capcom the game plays as any other before it and the fights are still varied and complex. As you progress the enemies get harder but the ones you already know don’t just lie down at the flash of a sword. The mix of moves, customisation and varying ways to kill enemies really adds to the re-playability of DmC, as well as the famous scoring system which still gives a small thrill when the big S’ flash up on screen.

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Cut scenes flow effortlessly into gameplay and are plentyful enough to carry the story forward, but not so numerous that the game turns into a film you get to interactive with every so often. The story here certainly has a greater role in the game than the original and although the base story is there, it’s very much like an adaptation. Think along the lines of Shakespeare performed via the media of dance. DmC has a more modern and Western storyline too with the evil demons also being the heads of multinational companies in a conspiracy David Icke would be proud of. However, it works. The story is certainly not on the scale of Ninja Theory’s Enslaved: Odyssey to the West but it is more integral to the game than its previous incarnation’s.

After enjoying the original games it was easy to have reservations about a reboot, many series overhauls have been critically slated. DmC however is different; this works. The bones of the game are still very similar but the flesh creates a whole new animal. This Dante is different though, this time he’s louder with much more of an attitude and some points in the game you aren’t quite sure whether to high-five him or punch him. King of the one-liners and puns he can get a little annoying at times, especially if you get stuck on a section and have to listen to the same corny lines over and over.

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The negatives of this game are certainly the minor points though and as a whole Ninja Theory have done a really good job on DmC. If you were a fan of the original games, or simply a newcomer, DmC is a definitely one to pick up. Unless you’re offended by changing hair colour, of course.

DmC: Devil May Cry is available now for XBOX 360, PS3 and PC.

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Laura Whitmore, today announced as the presenter of the ‘EE BAFTAs 360° Red Carpet Show’ at the EE British Academy Film Awards ceremony, is pictured in the plush surroundings of The Savoy Hotel's Beaufort Bar as she prepares for her role. Laura is wearing a dress by Halston Heritage, shoes by Jimmy Choo and jewellery from Asprey

EE, the title sponsor of the EE British Academy Film Awards and the provider of Britain’s first superfast 4G network, today announced that it will be streaming the ‘EE BAFTAs 360° Red Carpet Show’ live from the ceremony using multi-camera, cutting edge, 360° technology. Film lovers watching the show will be offered the chance to virtually mingle with the stars on the BAFTA Film Awards red carpet in a way they have never been able to before.

Viewers will be able to toggle between each camera in real time, controlling the action by panning up down, left and right in full 360°, putting them in the director’s chair for what is one the film world’s most star studded evenings. A highlights edit of the show will be released on Monday 11 February.

Within the EE Film app for iOs and Android, the 360° video player will use the device’s inbuilt gyroscopic controls to let viewers literally turn themselves and their device to look to their left, right and even behind themselves, as if they are on the red carpet in person.

On facebook.com/EE viewers will be able to experience the stream in full 360°, switch between the four camera streams, as well as interacting and discussing the show in real time.

The ‘EE BAFTA 360° Red Carpet Show’ follows on from the star turn made in 2012 by self-proclaimed “international star, role model and diva,” Miss Piggy who anchored an online show for sister brand Orange, interviewing the likes of Daniel Radcliffe, Michael Fassbender, Jessica Chastain, Gary Oldman and Octavia Spencer amongst many more, before EE took over title sponsorship for the 2013 ceremony.

Presenter Laura Whitmore will be anchoring the show from Camera One, directly outside the Royal Opera House, where she will be interviewing leading stars of the film world, including nominated actors, actresses and directors from the year’s biggest blockbusters including Life of Pi, Lincoln, Argo, Django Unchained, Skyfall and Les Misérables.

Good old Larry Hryb. He’s updated his blog today with a whole heap of new dashboard app goodness.

Microsoft have been busy doing deals with over 40 new entertainment partners around the world and some of them will be coming to a dashboard near you. These are all scheduled to be released between now and Spring 2013 and could be included in only specific regions, which are listed in brackets next to the channel.

Here’s the full list:

1. All3M (United Kingdom, United States)

2. Ameba TV (Canada, United States)

3. ARTE (Germany, France)

4. Azteca (Mexico)

5. Canalplay Infinity (France)

6. CBC’s Hockey Night (Canada)

7. CrunchyRoll (Majority of LIVE Regions)

8. Deezer (Majority of LIVE Regions)

9. Eredivisie Live (Netherlands)

10. Fightbox (Austria, Germany, Spain, France, Ireland, Italy, Sweden, United Kingdom)

11. Flixster (United States)

12. GameTrailers (Australia, Canada, Germany, Spain, France, Italy, Japan, Mexico, United Kingdom, United States)

13. Globosat Muu (Brazil)

14. Gulli Replay (France)

15. HBO Nordics (Denmark, Finland, Norway, Sweden)

16. IndieFlix (Australia, Canada, Ireland, New Zealand, United Kingdom, United States)

17. Livesport.tv (Austria, Belgium, Germany, Denmark, Spain, Finland, France, Ireland, Italy, Netherlands, Norway, New Zealand, Sweden, United Kingdom)

18. Machinima (Majority of LIVE Regions) 19. Maxim (United States)

20. MTV (United States)

21. MyTF1 (France)

22. MyTF1VOD (France)

23. Napster (Germany, United Kingdom)

24. Pathe Thuis (Netherlands) 25. PBS (United States)

26. PopcornFlix (United States) 27. Rai TV (Italy)

28. Sainsbury (United Kingdom)

29. Saraiva (Brazil) 30. SBS (Netherlands)

31. SF Anytime (Denmark, Finland, Norway, Sweden)

32. Slacker Radio (Canada, United States)

33. SPORT1 (Austria, Germany)

34. The CW Network (United States)

35. Televisa (Mexico)

36. TV3 (Spain)

37. Viaplay (Denmark, Finland, Norway, Sweden)

38. Vidéo à la Demande d’Orange (France)

39. Vimeo (United States)

40. VIVO Play (Brazil)

41. Watchever (Austria, Germany)

42. Zattoo (Germany)

43. Ziggo (Netherlands)

In addition to this, some regions will be seeing new entertainment apps being rolled out, as of today.

Here are the ones we’ll expect to be getting in the UK:

Karaoke (All LIVE regions, excluding Japan and United Arab Emirates) Karaoke provides access to more than 8,000 songs from the latest hits to the oldies but goodies, available on Xbox LIVE. Your avatar will go on stage and sing with a full complement of stage props and back band. Use SmartGlass to play/stop/pause, browse the database and lyrics or to add songs to the playlist. Songs don’t require any download and will playback immediately via streaming for a robust karaoke experience.

Napster (Germany, United Kingdom) With your Xbox and Napster Unlimited plus Mobile, you can play millions of songs instantly. Listen to millions of songs in various genres, play as much as you want, enjoy hours of expertly programmed music. Discover new releases, charts and much more.

SkyDrive (All LIVE regions) SkyDrive is the place to store your files so you can access them from virtually any device. With SkyDrive for Xbox, you can easily view your photos and videos on your TV. You can also play slideshows and view photos and videos shared with you.

 

Here is the Change log for the new patch for Halo 4.

Here’s the full list of fixes taken from the TU Change Log news update on Waypoint,

  • Implemented general stability improvements
  • Fixed glitch where quickly reloading after firing the Boltshot resulted in an instant reload
  • Fixed glitch where sprinting prior to activating the Hardlight Shield allowed players to move faster
  • Fixed glitch where players could throw a grenade and then immediately sprint afterwards to perform a high velocity grenade
  • Fixed glitch where Mantis could fire more rockets without reloading if the machine gun was fired partway through unleashing the charged missile barrage
  • Fixed issue where DLC was unavailable for other profiles on the same console
  • Fixed issue where DLC disappeared after console reboot
  • Fixed issue where players could not unlock Campaign completion achievements when using a rally point other than Alpha for any mission to finish the Campaign
  • Fixed issue where players were not given credit for completion of a Spartan Ops Episode Difficulty Challenge when completing it through Matchmaking
  • Fixed issue where players with 99 or more Xbox LIVE friends could not get File recommendations
  • Fixed issue where loadout configurations were lost if the game was booted and then powered off before passing the “Press START” screen
  • Fixed issue where attempting to upload large films to the File Share under poor network conditions caused the upload to fail
  • Improved time to load variants with separate profiles
  • Fixed issue where moving a profile from one controller port to another after relaunching the game reset loadout settings
  • Improved consistency of random ordnance navigation marker display
  • Fixed performance issues when launching Halo Waypoint from Halo 4

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Ken Levine from Irrational Games took to his Twitter to officially confirm that when the game comes out early next year, that it will not feature any multiplayer.

Irrational games was said to have cut two multiplayer maps back in August, which at the time raised fears over the games development, as a large number of people seem to have left the game during development of it.

While it may not come as a huge shock, this is still the first official word on multiplayer. Though with the turmoil behind the scenes, was it ever planned or was it cut? Probably the first one, but still, who plays Bioshock for multiplayer anyway?

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Earlier this year Microsoft announced that Xbox is coming to Windows 8. Now, in addition to its industry-leading gaming service, Xbox is pleased to announce support from Microsoft Studios, Rovio, Miniclip, Gameloft, ZeptoLab, Glu Mobile, Halfbrick Studios, and others to bring high quality Xbox games to Windows 8.

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The first wave of will bring many of the games you already know and love, and will include 29 titles from Microsoft Studios, some of which will be exclusive to Windows 8.

Many games will be available starting October 26th with on-going new releases coming through the Christmas period and beyond. This growing portfolio spans genres and delivers an innovative mix of fun-to-play titles that will be playable on any Windows 8 PC, laptop, or tablet.

Xbox games will be easy to find in the preinstalled Windows 8 Xbox Games app and available in the Windows 8 Store. In addition, all Xbox games for Windows 8 will have Xbox Achievements, and many will also take advantage of other Xbox features, including leaderboards, multiplayer modes and connecting with friends, and more. Have a look at the first wave from the portfolio:

1. 4 Elements II Special Edition

2. A World of Keflings

3. Adera: Episode 1

4. Adera: Episode 2

5. Adera: Episode 3

6. Angry Birds

7. Angry Birds Space

8. Big Buck Hunter Pro

9. BlazBlue Calamity Trigger

10. Collateral Damage

11. Crash Course GO

12. Cut the Rope

13. Disney Fairies

14. Dragon’s Lair

15. Field & Stream Fishing

16. Fruit Ninja

17. Gravity Guy

18. Gunstringer: Dead Man Running

19. Hydro Thunder Hurricane

20. IloMilo

21. iStunt 2

22. Jetpack Joyride

23. Kinectimals Unleashed

24. Microsoft Mahjong

25. Microsoft Minesweeper

26. Microsoft Solitaire Collection

27. Monster Island

28. PAC-MAN Championship Edition DX

29. Pinball FX 2

30. Reckless Racing Ultimate

31. Rocket Riot 3D

32. Shark Dash

33. Shuffle Party

34. Skulls of the Shogun

35. Taptiles

36. Team Crossword

37. The Harvest HD

38. Toy Soldiers Cold War

39. Wordament

40. Zombies!!!

So are you going to get any of these? Let us know which ones by leaving a comment below.

Back in the 80’s, my favourite game on the ZX Spectrum was Jet Set Willy. Now it’s been released for the Xbox 360, and here is our two-minute review.

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Last week we told you that it was coming, and yesterday I got my hands on it!

What is Jet Set Willy?

Jet Set Willy is a computer game originally written for the ZX Spectrum home computer. It was published in 1984 by Software Projects and ported to most home computers of the time. The game is a sequel to Manic Miner (1983), and is the second game in the immensely popular Miner Willy Series. It was a significant development in the platform game genre on the home micro. A tired Miner Willy has to tidy up all the items left around his house after a huge party.

With this done his housekeeper Maria will allow him access to his bedroom. Willy’s mansion was bought with the wealth obtained from his adventures in Manic Miner but much of it remains unexplored and it appears to be full of strange creatures, possibly a result of the previous (missing) owner’s experiments. Willy must explore the enormous mansion and its grounds (including a beach and a yacht) to fully tidy up the house so he can get some much-needed sleep. Jet Set Willy is a flip-screen platform game in which the player moves the protagonist, Willy, from room to room in his mansion collecting objects. The game is an early example of a nonlinear title since, unlike the screen-by-screen style of its prequel, the player can explore the mansion at will. Willy is controlled using only left, right and jump. He can climb stairs by walking into them (jumping through them to avoid them) and climb swinging ropes by pushing left or right depending on what direction the rope is swinging. The play area itself consists of 60 screens making up the mansion and its grounds and contains hazards (static killer objects), guardians (killer monsters which move along predetermined paths), various platforms and collectable objects. The collectable items glow to distinguish them from other items in the room. Willy loses a life if he touches an enemy or falls too far, and he is returned to the point at which he entered the room. This may lead to a game-ending situation in which Willy repeatedly falls from a height, losing all lives in succession. Music on the Spectrum version was Beethoven’s Moonlight Sonata for the menu and If I Were a Rich Man during the game itself.

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Who are Elite Systems Ltd?

From their website:

Incorporated in England in 1984, Elite was originally a leading developer and publisher of ground-breaking games for the Sinclair Spectrum and Commodore 64 home computer systems…

Today Elite is a highly-specialised developer AND publisher of game software products for handheld, mobile and wireless systems; providing mobile network operators and selected other partners around the globe with “the best names in mobile games”.

Final Thoughts

Wow, this really took my back to my childhood, and many MANY hours of playing Jet Set Willy on my trusty 48K ZX Spectrum.

It is a very good port onto the Xbox 360, in fact I would say it’s pretty much perfect. The game even plays inside an old fashioned TV (as you can see from the screen shot above). You control the game using the Xbox controller instead of a keyboard (obviously).

There are various options you can choose when playing the game, such as infinite lives, so no need to “poke” this game! Also, the various bugs from the original Spectrum game that needed “poking” have also been fixed.

I haven’t played JSW for a very long time, but it was like I had only played it yesterday. I found myself getting drawn back into Willy’s world and even remembering sequences to get through certain rooms (now that is scary!).

There is even a little history included in the menu options of the game to tell you all about the various bugs and issues, so it’s worth taking a moment to read them, and like me you will probably say “I remember that!”.

If you are a fan of Jet Set Willy, or if you are just a fan of retro games, then you have to get this game. Right, I’m going back in – I have to collect everything…..

Jet Set Willy 360 is available now from the Xbox Live Marketplace for 240 MS points. There is also a free trial you can download.

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[button link="http://marketplace.xbox.com/en-GB/Product/Jet-Set-Willy-360/66acd000-77fe-1000-9115-d80258550bbd"]Buy now from the Xbox Live Marketplace[/button]

Tell us your Jet Set Willy memories by leaving a comment below.

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One of my all time favourite computer games on the ZX Spectrum was Jet Set Willy, and now it’s coming to the Xbox 360 and Windows Phones.

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Elite Systems, the long established UK based developer and electronic publisher of games for portable, mobile and other devices has confirmed that its second Xbox Live Indie Game, JET SET WILLY 360 has passed ‘peer review’ and has been scheduled for release during the weekend of 24th August, 2012 … the game will also be released for Windows Phone at that time.

JET SET WILLY 360 is the near-100% original ZX Spectrum game, as written by Matthew Smith in 1984 and is being brought to Xbox Live Indie Games as an officially licenced product.

Elite MD, Steve Wilcox noted, “The release of JET SET WILLY 360 as an Xbox Live Indie Game and as a Windows Phone game is the next exciting step in bringing classic ZX Spectrum games to a new audience, via new devices and platforms and in the process restoring some order to the market. We began doing this some 22 months ago with our ZX Spectrum: Elite Collection Apps for iOS devices and in the intervening period there have been more than 100,000 paid instances. The release of JET SET WILLY 360 follows the positive reception and a successful launch of MANIC MINER 360 as an Xbox Live Indie Game and as a Windows Phone game … it’s expected to be followed by more classic ZX Spectrum Games.”

JET SET WILLY 360 features:
– full-screen and bordered portrait play / display modes
– pixel filtering on / off option
– ‘auto-save’, on exiting the game
– authentic ‘Spectrum’ sound
– infinite lives option

Personally I can’t wait!!!

Did you play Jet Set Willy? Share your memories by leaving a comment below.

Microsoft has taken the next steps to deliver Xbox SmartGlass this autumn by releasing the Xbox SmartGlass Software Development Kit (SDK) as a free release for partners that have agreements to develop Xbox games or entertainment applications for the Xbox 360 console.

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With the release of the Xbox SmartGlass SDK, Microsoft is continuing to build the tools and resources necessary to empower more game developers and entertainment partners to create new and unique experiences that will make entertainment smarter, more interactive and more fun – across the devices you already own.

Features of the SDK include the following:

· Xbox SmartGlass Studio. Xbox SmartGlass Studio enables developers to start building Xbox SmartGlass Activities.

· Xbox SmartGlass JavaScript Library. The JavaScript Library contains a set of device APIs that are consistent across all platforms.

· Sample Code. A sample application that provides developers with an example of how to build an Xbox SmartGlass Activity.

Xbox 360 game and entertainment application developers can access the SDK at https://developer.xboxlive.com/en-us/xbox/development/downloads/xdks/Documents/SmartGlass/XboxSmartGlass.aspx.

The power of companion scenarios come to life in new ways with Xbox SmartGlass, an application for Windows 8, Windows Phone, and other portable devices that connects phones, PCs and tablets with your Xbox 360 console in an intelligent way. Use your phone or tablet as a secret screen or enhanced information for your favourite game. Use your tablet to launch and navigate a movie on your TV and get rich details on the cast, crew and storyline.

Pull the movie back to your tablet to finish watching it on the go. Use your phone or tablet as another remote and easily navigate your entertainment and menus by simple flicks, gestures and pinch and zoom.

I saw SmartGlass at E3 a few weeks ago and it is very impressive. Watch out for our E3 post on that very soon.

[button link="http://www.xbox.com/en-US/live/smartglass"]Learn more about Microsoft Xbox SmartGlass from here[/button]

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