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Bad Company devs address issues, Conquest Mode DLC soon

DICE wants to let you know they're still working hard on improving Battlefield: Bad Company by fixing some issues that have popped up and also by adding some much desired content. DICE isn't goofing off here, the addition of a Battlefield series staple, Conquest Mode, is apparently almost done. DICE says it's "currently going through testing and certification." According to Shack News, this DLC will be free of charge.

Also, in case you've run into some bugs or problems, DICE is listening and is working on several issues. Here's a list they've laid out:
  • Clan support/private rooms/team chat
  • Auto balancing on servers
  • Continued support against stats exploits
  • VOIP issue on PS3 (working with Sony on this)
  • Squads might be split up when joining a server as a squad. This is due to team balancing in the games that are being joined, and usually resolves itself in round 2.
[Via Shack News, Thanks Leigh B.!]

Mirror's Edge video interview describes city, couriers

Because we love the style of the game -- from graphics to gameplay, we thought you'd also enjoy this Mirror's Edge video interview. The senior producer for the game, Owen O'Brien, talks a bit about Faith and the construction of the city she gets to run around in. Apparently, the city is very "monitored" and the citizens don't like that. So, they've gone back to the courier system of sending messages to one another. That puts the running in perspective and why you should probably make your way to your client as quickly as possible. It's a pretty excellent interview as it clears up a lot of mysterious bits about the game, so even if you're vaguely interested, check it out!

Battlefield: Bad Company pokes fun at certain 'snake' hero

We love game collaborations. We love it even more when competing companies take playful potshots at the other's product. In this case, Battlefield: Bad Company calls out a certain tactical espionage hero in this new trailer. We guess they're trying to tell us it's time to move on from that 'other game' and switch the fight over unto a new battlefield. Playful humor, or aggressive competition? Whatever the purpose of this trailer was, all we know is that it's pretty funny stuff. Check it out.

[Thanks stelisco!]

Battlefield: Bad Company vids remind us war is not pretty

There are many ways to die on the battlefield and these vids from Battlefield: Bad Company remind us just how many different ways you can kill and be killed. War is truly brutal. War has changed. To keep you alive, perhaps it might be a good idea to bring in some good company; guys you can trust. Say, like Sgt. Redford, Sweetwater, and Haggard -- the gents of Bad Company (yes, the irony is totally intentional) who will be assisting your character through the game's single-player mode.

Producer Patrick Bach details these three characters in the first clip after the break, and talks more about how they were made. There are also another three gameplay vids after the break, so check those out as well. Battlefield: Bad Company should be out later this month on June 23.

Continue reading Battlefield: Bad Company vids remind us war is not pretty

Mirror's Edge interview discusses PS3's 'quirks'

An interview with Mirror's Edge devs, DICE, has swept onto the internet and we're collecting the information to relay back to you. The title is multiplatform, but was showcased only at the PlayStation Day event. DICE's general manager, Sean Decker, explained it was because Sony has been a great partner and developing on the PS3 gives them a lot of little quirks to work with (Sixaxis balances Faith, Cell helps push higher texture resolutions). This is interesting because Decker goes on to explain how each version of the game (PS3, 360, PC) will be different -- imagine, a developer taking the time to tweak a game to perform optimally on each platform.

The developers are aiming for a 720p experience across all platforms, to keep a super-smooth frame rate at all times. There's not going to be any user interface in the game whatsoever other than a dot in the middle of the screen, a "focus point" for players, which will minimize motion sickness for those susceptible to such an ailment.

The game isn't about combat, Decker explains, but about movement. Even when you get a weapon, it's more of a tool to get through an obstacle than to take out other people. Any online elements are being kept secret until summer (E3, we presume), along with information on any sort of demo. No release date yet, but that's also going to get discussed this summer. We'll keep looking.

Mirror's Edge team praises tilt controls, Cell architecture


Click for high-resolution image.

Sean Decker, general manager of Battlefield developer DICE, spoke to VideoGamer.com about their upcoming Mirror's Edge. The first-person platforming/action game made its debut at PlayStation Day, which led some to believe the title was a PS3-exclusive. It's not, but the team is promising to make the most out of the PS3's unique architecture. For example, the team plans on utilizing tilt controls: "The great thing about it is that there's a lot of little things like, Faith there when she's walking like this (points to Mirror's Edge trailer showing Faith tightrope-walking across a beam), Sixaxis controls, super easy to implement and say, OK well just balance it and then you've got it there, as opposed to teaching a player to say, oh let's push this button or that button."

"The other thing is the Cell really allows us to push the resolution of our textures much higher and we've taken full advantage of that as well. So there's a lot of little quirks to it that we really like and our engineers love as well as our designers." However, Decker wouldn't go so far as saying the PS3 version is superior to the Xbox 360 version -- they're simply "different."

Gallery: Mirror's Edge

Bad Company 'boycott' wins, EA makes weapons free

It looks like the Bad Company "boycott" became loud enough -- EA has just announced that the controversial extra weapons for DICE's upcoming FPS game will now be free. Well, there's a few catches.

Purchasers of the Gold Edition will get access to the weapons almost-instantly (the Gold Edition includes behind-the-scenes bonuses and will retail for $10 more than the standard edition). However, cheapstakes that opt for the standard version will have to earn the weapons by leveling up to the top rank in the online multiplayer. You won't have to pay for it, but you will have to be rather dedicated to get it.

This seems like a rather fair trade -- certainly more so than EA's previous offer. While many may simply avoid Bad Company altogether, it's good to see that EA is listening to the fervent demands of gamers everywhere.

[Thanks, SharpShooter!]

DICE Summit <3 Ken Kutaragi, father of PlayStation


We love you Ken Kutaragi, or as we like to you call you, Crazy Ken. You were awarded a Lifetime Achievement Award at DICE, and this video explains your incredible accomplishments. Called the "father" of PlayStation, Kutaragi is responsible for redefining what games are meant to be -- away from their "toy" moniker into something more mainstream. PS3 is the culmination of his vision, and we'd be out of a job without you. So thanks.

If you like parkour, you'll like Mirror's Edge

For those not in the know, parkour is essentially the running around a city and using buildings as stepping stones. The art of movement? Freerunning? Hmm, it's a bit complicated to sum up, so perhaps a video of it would explain it better. Or a fantastic movie. Regardless of our inability to describe the street acrobatics of parkour, know that it's awesome and DICE's upcoming FPS, Mirror's Edge, wants to capture the feeling of the human body doing such stunts. It's essentially moving Prince of Persia into first-person and we can dig that.

The game wants to pay attention to the body like no other FPS, taking note of acceleration and deceleration, head movements whilst running, and motion while you climb or jump. To pull off the parkour-inspired moves, you've got to set in a sequence of button-presses, utilizing some sort of "reaction time" slow motion feature. The game, you can infer, isn't about shooting people so much as it is about knowing your way around the huge levels and being able to pull off these escape stunts. Gunning someone down is the ultimate goal, but in multiplayer at least, chase sequences are going to be the fun part. We're excited to see how this one turns out!

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