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Developer: New World Interactive
Publisher: New World InteractiveInsurgency: Sandstorm Media Release
ΠαράθεσηOn February 1st and 2nd at the Le What’s Next de Focus event in Paris, France we presented 39 interviews to international games media with an update on Insurgency: Sandstorm. There was a media embargo that prevented both the media and us from releasing this information until today. Without further adieu, here is an update on some key features you can expect in Sandstorm along with two new screenshots and concept art illustrating the story premise that provides context to the world we are building.
Insurgency: Sandstorm is a sequel to Insurgency that is bringing renowned hardcore shooter gameplay to PlayStation 4, Xbox One, and Steam next year*, published by Focus Home Interactive. Also available on Steam, Sandstorm is using the Unreal Engine 4 platform to fulfill the potential of New World’s talented indie team. At its core, Sandstorm features the close-quarters infantry combat for multiplayer and cooperative gameplay that has established Insurgency as a cult classic for over 3 million players on Steam.
* Note: We are hoping to have a closed alpha on PC by the end of this year.
Additional features confirmed at this time are:
- Expanded environment scale.
- Light vehicles for transportation and fire support.
- New game modes designed for vehicle gameplay.
- Competitive matchmaking, anti-cheat, and rankings system.
- Improved ballistics system including bullet drop and travel time.
- Interacting with the environment by climbing ladders and door breaching.
New World is also venturing into new territory with a story mode for 4-player cooperative and singleplayer gameplay. A groundbreaking narrative for the shooter genre, the story focuses on a female protagonist. Thematically, Insurgency: Sandstorm is inspired by real events and people, however this is a fictional story and characters.
Story Premise & Concept Art
A few years ago, in a familiar setting, the sandy streets of an Iraqi village. The tone of Insurgency: Sandstorm’s narrative shifts the typical shooter inspiration away from blockbuster military power fantasy movies more towards a dark and understated indie film rooted in reality.
With depth to the narrative, you must look beyond the surface, away from these typical streets, behind closed doors, in a dark room to discover our female protagonist. She is enslaved by radical insurgents, along with her sister and other young girls held captive.
A sandstorm engulfs the village and fighting erupts. By chance, a hole is blown into the wall and the girls escape. In the confusion of the storm, our protagonist is separated from her sister and friends. She is alone, wandering in the desert.
Present day. Our protagonist has enlisted with a rebel faction, fighting against the radical insurgents. They push through battered villages, hitting the insurgents hard. One day, a key piece of information is discovered and our protagonist’s world is not what it seems.
She breaks free from the security of the main group to embark upon a personal quest. Accompanying her is another female fighter, her best friend who was held captive with her years earlier. Along for the journey are two foreign vigilantes: an American combat veteran of the war in the Middle East, and a French citizen who has never seen combat.
Along the path of their journey, several challenges emerge. Without a military force backing you up, that force may become an obstacle.
Essentially, the narrative is a road-trip story. It’s about these characters bonding through the many challenges that arise. Their diverse experience leads to interesting character dynamics, but ultimately their actions extend beyond their own volition.
We are very excited to venture into the realm of storytelling to offer more depth for Insurgency. Shooters do not have to be about mindless killing, so players can stop and ask questions about the world a game represents, and find answers within the narrative. Historically, the avant garde in many art forms are who disrupt and redefine genres. For a decade Insurgency has been in that position, and we are emerging from indie obscurity to innovate the FPS genre.
https://www.youtube.com/watch?v=qnveZPzpNCk
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πριν 7 λεπτά, το μέλος sstav έγραψε:
@GoMaR ερώτησις άσχετου...τι εστί WAMTA???
?
We Always Miss The Apex
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Μία ώρα πριν, το μέλος panosdimp έγραψε:
Τυχαίο ?
Δεν νομίζω.
SpoilerΚαι που να σας πει, παιδια, οτι πατε καλα την ωρα του αγωνα....
Μπαριερες κατευθειαν
Spoiler(εσωτερικο αστειο, η "διπλα" παρεα θα καταλαβει....)
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On 2/2/2017 at 10:39 ΠΜ, το μέλος gchristod έγραψε:
και κανά-δυο έκαναν δικό τους στούντιο που θα βγάλει το GT Legends 2
GT Legends 2 Development Suspended
ΠαράθεσηUnfortunately I can now confirm that any further progress with the simulation has been suspended by Tiny Feet Studios as Studio Head, and former Simbiin employee, Simon Lundell is suffering from a long-term illness.
"Due to long-term illness with an unfortunate timing the development is currently at a standstill. We are investigating alternatives to get the work going as we know just how much you and we are eagerly craving for the legend to return" said Lundell in a statement to RaceDepartment. -
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πριν 2 ώρες, το μέλος env0y έγραψε:
Θέλω αποκλειστικό review για το wildlands. Φαίνεται ωραίο αλλά σαν πρώτη κίνηση στο open world με κάνει λιγάκι διστακτικό.
Σου εστειλα invite για την beta για να το δεις ο ιδιος
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πριν 8 λεπτά, το μέλος panosdimp έγραψε:
Simbin Studios UK Announce GTR 3
ΠαράθεσηOut of the blue, Simbin Studios UK have announced to revive the GTR franchise as GTR 3 is planned to be released in 2018.
Created by Simbin Studios UK, a sister studio of Sweden-based Sector 3 Studios, GTR3 will be powered by the Unreal 4 engine and come with features such as weather, day & night transitions as well as a comprehensive damage model.
Coming to both PC and consoles, GTR3 is planned to strike a balance between simulation physics and accessibility, with the creators citing Codemasters’ Formula One series as an example of the planned direction in terms of handling.
With the full version to be released in 2018, Simbin UK plans to have a playable version available within 6 months time. You can check out some proof of concept previews below, more information is available at RaceDepartment.
Simbin Studios UK will be continuing the GTR’s franchise heritage that goes back all the way to the SBDT modding team and the iconic GTR mods for F1 Challenge which led to the foundation of the original Simbin Studios that, led by Ian Bell, developed the successful first two installments of the GTR franchise.
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Μία ώρα πριν, το μέλος sosna έγραψε:
Προσωπικά θα μπορούσα αν υπάρχει ενδιαφέρον να μαζευτούμε νέοι/άπειροι/πρόθυμοι να μάθουν,αφού τελειώσω με την εξεταστική κ να κάνουμε ένα τύποις track day-crash course.Να μπούμε δλδ κ να σας δείξω κάποια βασικά βλέπε γραμμές/σημεία φρεναρίσματος/ρυθμίσεις τιμονιού/αποκρυπτογράφηση προβλημάτων σεταπικής φύσεως κ γενικότερα τον τρόπο που κάνω προπόνηση προσπαθώντας να συμπυκνώσω κ να αποκομίσω από όσο λιγότερους γύρους γίνεται το μέγιστο αποτέλεσμα.Αν δε στο παραπάνω σέσσιον μιτ εντ γρίτ ερχόντουσαν κ παιδιά που ήδη γνωρίζουν τα βασικά για να πουν κ κείνοι τη γνώμη/συμβουλές/προσέγγιση τους θα ήταν ακόμη καλύτερα.
^^ καλα ναι, ενταξει....
Εγω αυτη την εξεταστικη την περιμενω κανα χρονο να τελειωσει
μπουρου-μπουρου στην πλατεια κουμουντουρου
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@Georgiadis Giorgos εχεις παιξει Chivalry: Medieval Warfare ?
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στο 0:56 ξεκιναει το trailer
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πριν 31 λεπτά, το μέλος env0y έγραψε:
Skill based pvp χμμμμ δεν ξετρελαίνομαι
Εγω το περιμενω πως και πως.....
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25-01-2017 RaceRoom has been updated
ΠαράθεσηWhat’s New (Summary)
- First pass of VR support
- Leaderboard divisions.
- Multiplayer Browser Revamp.
- Manual Pitstops in Get Real.
- AI Stress factor.
- All DTM seasons updated to latest physics.
- Silverstone and Stowe.
Game:
- Added a first pass of support for OpenVR. Read more about it HERE [forum.sector3studios.com] .
- Fixed an issue where turning the virtual wheel in vehicle settings on/off would not apply in game until session restart.
- Tweaks to Memory usage of Instant Replays and changed so instant replays always request 300 seconds length. Memfiles are now written to disk when becoming too large.
- Player is now allowed to pit in non race sessions (to practice pitstops, change tires, refuel…). Before, the player would automatically be brought to garage menu after entering pitlane.
- Fixed issue with timing on single lap layouts (ie Nordschleife Tourist) when starting from garage in non race sessions.
- Fixed issue with best individual sector times being calculated incorrectly.
- Fixed a case where enabling Manual Depth of Field mode wouldn’t always lock the focus plane on the currently selected car
- Fixed AI pitting in last lap on certain occasions by adding precision to calculations for refuelling.
- Fixed incorrect stance for certain cars, fixed this for replays as well now.
- Updated the Fanatec SDK to version 2.2
- Added support for Fanatec CSL and added a default profile.
- Moved the message area used for displaying current camera, chat messages etc. down a bit so they don't overlap with the text field that displays which leaderboard division the player is in.
- Fixed issue with mouse steering resetting to zero position when looking left/right in cockpit & hood cams.
- Fixed an issue with race position overlay sometimes missing entries if they get processed in the wrong order.
- Fixed an issue where player would see pit lane speed window when off track on certain areas.
- Fixed an issue in timing screen where multiple entries of the same driver would appear.
- Minor tweaks and fixes to protocol that communicates to backend and web to support the additional data in the MP browser.
- Fixed DQ on late penalties being treated as it was ON when it was OFF.
- The Pit menu and Pit In Now overlays should now be hidden when restarting a non race session.
- Fixed an issue where cars could remain ghosted after receiving a slow-down penalty
- Fixed a crash occuring when game attempted to save pit presets on certain occasions.
- Fixed a rendering issue with cars that would occur when changing visual preset from low to custom and changing shadows from off to lowest.
Multiplayer:
- Fixed issue with the dedicated server writing a backend log file in the wrong folder when too many liveries were allowed on the server.
- Fixed an issue in timing screen where multiple entries of the same driver would appear.
Sounds, Cameras, Physics & AI:
- Introduced “Stress factor” for AI. AI’s can now be pushed into making mistakes when under pressure. Likelihood of those mistakes increases from being chased and from collisions.
- Improved AI awareness of opponents on their sides.
- When two AI’s are side by side reaching a braking point, one will brake 3% earlier and the other 2% later, depending on longitudinal position and relative speeds
- Increased awareness for AI when under blue flag and upon leaving pitlane for incoming traffic
- Punctures : occurrence of tire punctures are now tied to wheel rotation speed rather than vehicle speed.
- Reduced the bouncing of certain cars upon spawning in their garage location.
- Fixed a case that would cause 4WD cars to run with differentials wide open
- Fixed a case where DRS could disengage when driving over bumps
- Audi TT Cup and TT RS VLN : Added rear downforce to AI cars to keep them more stable in high speed weight transfers where they are often caught losing control. Tweaked AI versus players collisions to be more fair to the player
- DTM : Ported 2016 physics and sounds to all past seasons of the DTM.
- GTR 3 : AI update, Improved standing starts for all cars, AI versus player collisions tweak to be more fair to the player
- Mercedes C63 DTM 2016 : Fixed the noisy suspensions and increased engine volume
- Raceroom FR3 : updated sounds
- RedBull Ring GP : Cut rules update for more strict rules
Art:
- Chang: Adjusted IBL to match the new light setting
- Zandvoort : fixed missing terrain, fixed missing generics, fixed terrain normals, redone sets for generics/audience, swapped 2d audience with latest models, fixed underpass shadow on track
- Alpina B6 : Fixed incorrect windscreen banners in certain liveries.
Portal & Backend:
- Revamped Multiplayer Browser.
- Implemented Leaderboard Divisions. Leaderboards with over 100 entries will now divide into divisions.
- Added thumbnail support to MP Browser. Dedi admins can now upload their custom image to represent their servers (PS: Servers with offensive images will be removed.)
- Fixed some scrolling issues in certain sections of portal.
- Fixed an issue where clicking the race button in MP browser while it is greyed out would lock the game.^^ αχαχαχαχαχα.... η αντιγραφη που εκαναν στα trailer του ac ειναι εμφανης.... α ρε, sector
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Project Cars 2
In PC Gaming