IGN: Dirty Harry - the Ultimate Collection Review 6/4/08 2:40 PM
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Designing a User Interface for Musical Gameplay
Designing a User Interface for Musical Gameplay An Interactive Qualifying Project submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Submitted by: Tech Side: Hongbo Fang Alexander Guerra Xiaoren Yang Art Side: Kedong Ma Connor Thornberg Advisor Prof. Vincent J. Manzo Abstract A game is made up of many components, each of which require attention to detail in order to produce a game that is enjoyable to use and easy to learn. The graphical user interface, or GUI, is the method a game uses to communicate with the player and has a large impact on the gameplay experience. The goal of this project was to design a GUI for a music oriented game that allows players to construct a custom instrument using instruments they have acquired throughout the game. Based on our research of GUIs, we designed a prototype in Unity that incorporates a grid system that responds to keypress and mouse click events. We then performed a playtest and conducted a survey with students to acquire feedback about the simplicity and effectiveness of our design. We found that our design had some confusing elements, but was overall intuitive and easy to use. We found that facilitation may have impacted the results and should be taken into consideration for future development along with object labeling and testing sample size. 1 Acknowledgements We would like to thank Professor Vincent Manzo for selecting us to design an important feature of his game and for is support and encouragement throughout the duration of the project. -
IGN: Love + War Review
IGN: Love + War Review http://music.ign.com/articles/855/855345p1.html IGN.com | AskMen.com | Rotten Tomatoes | GameSpy | FilePlanet | TeamXbox | CheatsCodesGuides | GameStats | Direct2Drive IGN.com | PC Games | PS2 | PS3 | PSP | Xbox 360 | Wii | DS | Wireless | Retro | Cheats | Insider | Movies | TV | DVD | Music | Comics | Anime | Gear | Sports | Cars | Stars | Find Jobs Search:nmlkj The Webnmlkji IGN.comnmlkj IGN Music Search ▼ Super Smash Bros. Join the Brawl: Log In | Register My Account | My Alerts ► Creator Blogs My Blog | My Wishlist | My Collection ► Movie Trailers ► IGN TV Episode Reviews In-Depth Review Video Review Screenshots Free Guide The FAQ Character Faves SXSW 2008 IGN » Entertainment » Music » Reviews Details for Love + War SECTIONS Love + War · Artists · Albums · Reviews · Reader Reviews Blogs Boards News Reviews Previews Features · Features · Game Music Lillian Axe - Love + War Review · Film Music '80s pomp rockers get resurrected with new reissues · News by Jim Kaz · Images February 29, 2008 - It's a · Editors' Choice good day for lost metal and · Release Dates hard rock. Metal Mind Artist: · Music Labels Productions is cranking out Lillian Axe some of the most sought-after Release Date: · Message Boards metal reissues imaginable. · Compare Prices Although fans of this stuff will CD: February 12, 2008 · Contact Us be elated, the Russians are Label: gonna be pissed. Our Metal Mind Productions CHANNELS comrades to the East have a monopoly on bootlegs—mostly Insider highly inferior ones. And thus · Features far, that's probably been your · Video Features best bet in tracking down anything from this band on · Join Insider CD. But no matter, 'cuz now · Founders' Club lost melodic rockers Lillian Ratings for Love + War Games Axe are one of the latest · PC Games off-the-radar outfits to get proper reissues, which happen · PlayStation 2 to be of the band's first two albums: the self-titled debut and Love + War. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Killing the Competition
The Press, Christchurch March 3, 2009 7 Gun happy: Steven ter Heide and Eric Boltjes, of Killzone 2.If you die and restart, the artifical intelligence is different. Killing the competition Gerard Campbell: So, the game’s in test it in game’’. The whole immers- ter Heide: It also comes down to ter Heide: At certain times it is Gerard Campbell the bag. How are you feeling now ion and being in first person really replayability. If you die and restart maxing out the PS3, but I think in caught up with the game is finished? started to work for people. It sounds and the AI is predictable and moves five or six years time people will be Steven ter Heide (senior producer really simple but a lot of other games in the same way, that’s a problem. doing things on PS3 that people Steven ter Heide at Guerrilla Games): We’ve been are branching out to other genres, We wanted the AI to appear (can) not imagine now. It is still early working on this for a good long time but we just wanted to go back to the natural. We wanted every play days. and Eric Boltjes of now and to finally have a boxed copy basics and polish it until we could see through to be different. in our hands is a good feeling. our faces in it and give an experience GC: Who is harder on game top game Killzone 2 that was fun. GC: The first Killzone was hyped up developers: the media or gamers GC: Who put more pressure on as a Halo killer (Halo being the themselves? to talk about self- you to succeed with Killzone 2: GC: The original Killzone seemed successful first-person shooter on Boltjes: Gamers can be brutally imposed pressure, yourselves or Sony executives? an ambitious title for the ageing Microsoft’s Xbox platform). -
EA and Crytek Recruit Players Into Free Trial for Crysis Wars
EA and Crytek Recruit Players Into Free Trial for Crysis Wars New Players Can Experience the Critically-Acclaimed Multiplayer Action GameFree from April 9- April 17 and Get the Complete Crysis CompilationCrysis Maximum EditionStarting May 5 REDWOOD CITY, Calif., Apr 09, 2009 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced the start of a free trial period for Crysis Wars(R)*, the multiplayer game for Crysis Warhead(R), the award-winning first-person shooter originally released last Fall. Starting today, gamers can play all of Crysis Wars** online for free including each of the game's three action-packed multiplayer modes and all 23 maps. The free trial period runs until Friday, April 17, 2009. This trial is designed to give players a sample of the signature action and visuals that only the Crysis(R) series delivered. For those players that want more than just a sample, EA and Crytek will release Crysis(R) Maximum Edition, a compilation of all three Crysis games in one box (Crysis, Crysis Warhead and Crysis Wars). Available beginning May 5th for the MSRP of $39.99, Crysis Maximum Edition is the ultimate Crysis experience. "When Crysis Wars was released seven months ago, one of our biggest goals was to be able to deliver continued support to our growing multiplayer community," said Cevat Yerli, CEO and President of Crytek. "We think we have delivered on that promise, not only by releasing new content, fixes and our powerful MOD SDK, but also by continuing to offer these types of free trials." Crysis Wars supports matches for up to 32 players and contains three distinct gameplay modes; InstantAction, frenetic deathmatch enhanced by the power of the nanosuit, PowerStruggle, a hardcore team-based mode and TeamInstantAction, a mix of fast-paced action in a team-based environment. -
Thf SO~Twarf Toolworks®Catalog SOFTWARE for FUN & INFORMATION
THf SO~TWARf TOOlWORKS®CATAlOG SOFTWARE FOR FUN & INFORMATION ORDER TOLL FREE 1•800•234•3088 moni tors each lesson and builds a seri es of personalized exercises just fo r yo u. And by THE MIRACLE PAGE 2 borrowi ng the fun of vid eo ga mes, it Expand yo ur repertoire ! IT'S AMIRAClf ! makes kids (even grown-up kids) want to The JI!/ irac/e So11g PAGE 4 NINT!NDO THE MIRACLE PIANO TEACHING SYSTEM learn . It doesn't matter whether you 're 6 Coflectioll: Vo/11111e I ~ or 96 - The Mirttcle brings th e joy of music adds 40 popular ENT!RTA INMENT PAGE/ to everyo ne. ,.-~.--. titles to your The Miracle PiC1110 PRODUCTI VITY PAGE 10 Tet1dti11gSyste111, in cluding: "La Bamba," by Ri chi e Valens; INFORMATION PAGElJ "Sara," by Stevie Nicks; and "Thi s Masquerade," by Leon Russell. Volume II VA LU EP ACKS PAGE 16 adds 40 MORE titles, including: "Eleanor Rigby," by John Lennon and Paul McCartney; "Faith," by George M ichael; Learn at your own pace, and at "The Girl Is M in e," by Michael Jackson; your own level. THESE SYMBOLS INDICATE and "People Get Ready," by C urtis FORMAT AVAILABILITY: As a stand-alone instrument, The M irt1de Mayfield. Each song includes two levels of play - and learn - at yo ur own rivals the music industry's most sophis playin g difficulty and is full y arra nged pace, at your own level, NIN TEN DO ti cated MIDI consoles, with over 128 with complete accompaniments for a truly ENTERTAINMENT SYST!M whenever yo u want. -
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
LUNCH BREAK Looks Andfeelsgood
9:30 KILLZONE: SHADOW FALL Arjan Bak • Guerrilla Games Misja Baas • Guerrilla Games ic PRO OUT WITH THE OLD AND IN WITH THE OWL: Principal game-Designer and Environment Art Art Director, Killzone Shadow Fall BUILDING A BRIGHT NEW FUTURE Director, Killzone Shadow Fall An alumnus of the Willem de Kooning Academy of Arts in 2 An industry veteran at age 29, Arjan Bak worked in design and art Rotterdam, Misja Baas first entered the games industry in 2001 as In “Out With The Old And In With The Owl: Building A Bright New roles for Valve and Ubisoft before joining Guerrilla in 2007. Since an Artist for Frontier Developments. After rising to the position of Future”, Arjan Bak and Misja Baas will talk about the new direction then he has played a pivotal role in the graphical realization of Senior Artist at Elixir Studios, he joined Guerrilla in 2005 to initially of Killzone Shadow Fall. Their presentation provides insight into the Killzone series, rising from Senior Artist on Killzone 2 to Lead work on the environments, and later on the vehicles and weapons, the challenges of developing a new direction for a franchise while Environment Artist on Killzone 3 and Environment Art Director on of Killzone 2. In 2009 Misja became the Assistant Art Director on 9:30 remainingKILLZONE: true to SHADOW its roots, using FALL the implementation of new key KillzoneArjan BakShadow • Guerrilla Fall. In addition, Games Arjan was one of the Principal KillzoneMisja Baas3, assuming • Guerrilla responsibility Games for all outsourcing and internal ic PRO featuresOUT WITH like the THE OWL andOLD the ANDconstruction IN WITH of a believable THE OWL: futuristic GamePrincipal Designers game-Designer responsible for Killzone and Environment Shadow Fall’s new Art assetArt Director, development. -
Ant CARTOLINA 12Luglio 150X
Bologna, Sotto dal 4 luglio al 1° settembre le stelle Piazza Maggiore e BarcArena del Cinema ore 21.30 molte coscienze, trasformando il film in terreno di scontro. La stroncatura Domenica 12 luglio 2020 più celebre, dell’influentissima Pauline Kael, bollava senza mezzi termini Dirty Harry come apologia del fascismo. [...] Serata promossa da L’infuocato dibattito ideologico attorno al film si comprende meglio se in- serito nel clima dell’epoca, segnato da rivolte studentesche, cultura hippy sulla cresta dell’onda, guerra in Vietnam vicina allo sfascio: Ispettore Cal- Polizieschi urbani laghan emerge come oggetto scomodo, in cui si afferma il desiderio di un punto fermo virile e forcaiolo in mezzo alle incertezze sociali. Al tempo ISPETTORE CALLAGHAN: stesso, la figura di Callaghan si staglia come angelo della vendetta fuori IL CASO SCORPIO È TUO dalla storia, attraversato da pulsioni di morte eterne e universali. Il detecti- ve di Eastwood, insomma, sembra trarre forza dal convergere di un alone (Dirty Harry, USA/1971) mitizzante e di un tratteggio realistico preciso, in un’oscillazione che con- tribuisce ad arricchire la complessa riflessione sulla violenza che altri film, Regia: Don Siegel. Soggetto: Harry Julian Fink, Rita M. Fink. Sceneggiatura: nello stesso 1971, stanno intraprendendo: Il braccio violento della legge di Harry Julian Fink, Rita M. Fink, Dean Riesner. Fotografia: Bruce Surtees. William Friedkin, Cane di paglia e Arancia meccanica. Ispettore Callaghan, Montaggio: Carl Pingitore. Scenografia: Dale Hennesy. Musica: Lalo in particolare, insiste sulla dimensione urbana del fenomeno. Schifrin. Interpreti: Clint Eastwood (Harry Callahan), Harry Guardino Ferme restando le posizioni etiche dei vari commentatori, quasi tutti si (Bressler), Andy Robinson (Scorpio), Reni Santoni (Chico Sanchez), John sono trovati d’accordo sulla potenza visiva e narrativa del film, tra gli esiti Vernon (il sindaco), John Larch (il capo della polizia), John Mitchum più alti di un regista che ha sempre fatto dell’efficacia una virtù stilistica. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
Game Development Companies/Studios in Orange County
Walt Scacchi, UCI GameLab Game Development companies/studios in Orange County (listings in parentheses appear to no longer be in business in Orange County, but may have relocated elsewhere) Version of May 2013 1. A2Z [Amazon.com Game Studio] Lake Forest, http://games.amazon.com/jobs/ 2. Atlus USA, Irvine – http://www.atlus.com/ 3. (Bandai Games/BandaiAmerica, Cypress) 4. Blind Squirrel Games, Costa Mesa, http://www.blindsquirrelgames.com/ 5. Blizzard Entertainment, Irvine -- http://www.blizzard.com/ 6. (BooHag Studios, Buena Park) 7. Carbine Studios/NCSoft, Aliso Viejo, -- http://www.carbinestudios.com/studio/ 8. (Codefire, Irvine) 9. Coresoft, Lake Forest -- http://www.coresoft.com/ 10. (Crave Entertainment, Newport Beach) 11. (Crazy Pixel, Irvine) 12. Double Helix Games [Foundation 9 Entertainment], Irvine -- http://www.doublehelixgames.com/ 13. Fallstreak Studio, Orange -- http://www.axle.fallstreakstudio.com/ 14. FreezeTag Games, Tustin -- http://www.freezetag.com/ 15. Gaikai [Sony Computer Entertainment], Aliso Viejo -- http://www.gaikai.com/ 16. GamersFirst/Reloaded Games, Irvine -- http://www.reloadedinc.com/ 17. (Gamespy/IGN Entertainment, Costa Mesa) 18. InXile Entertainment, Newport Beach -- http://www.inxile-entertainment.com 19. (In-Fusio, Tustin) 20. Interplay, Irvine -- http://www.interplay.com/ 21. InterServ, Irvine -- http://game.interserv.com.tw/ 22. Javaground USA – http://www.javaground.be/corporate_contact.html 23. (K2 Network, Irvine) 24. Leadwerks, Newport Beach, -- http://www.leadwerks.com 25. Little Orbit, Rancho Santa Marguerita -- http://www.littleorbit.com/ 26. MobilityWare, Irvine -- http://mobilityware.com/ 27. MumboJumbo, Costa Mesa, -- http://www.mumbojumbo.com/ 28. Nexus Entertainment, Huntington Beach -- http://www.nexusent.com/ 29. (NHN USA [ijji.com], Irvine) 30. (Ntreeve [aka, SG Interactive], Irvine) 31.