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Geiles Artwork, me gusta!

 

Zum meinem verlinkten Artikel möchte ich auch noch meine Meinung äussern, ich habe im Moment aber leider weniger Zeit im Büro um mich diesen Dingen zu widmen. Was mich aber noch erstaunt hat war, dass sich Blizzard dem Gränn der Alpha/Beta-Tester gebeugt hat und ein Belohungssystem für Vielspieler im neuen Overwatch einbauen "musste". Da frage ich mich schon ob es wirklich noch Vergnügen ist, oder ob es für einige Individuen tatsächlich Arbeit mit dem verbundenen Anerkungs- und Geltungsdrang darstellt. Evtl. wäre das ein weiterer Artikel wert. :)

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Da ich ein paarmal bei Total Warhammer zugeschaut habe ist bei mir die Lust auf ein Strategiespiel gestiegen. Darum habe ich Warlords Battlecry III wiedermal installiert. Bzw. habe ich es probiert.

Auf der Suche nach Patch-Infos bin ich auf diesen Artikel gestossen, der das Phänomen von damaligen Strategiespielen, v.a. WBC3 ziemlich gut auseinander nimmt:

» Screw Balance: How Warlords Battlecry 3 Blended Genres

 

Its conventional layout and sprite-based graphics give it an unremarkable, old-fashioned appearance, but Warlords Battlecry 3 is comfortably one of the best base building games ever made.

 

Der Titel motivierte mich durch die verschiedenen Helden (der bei jeder Rasse noch eine Klasse füllen konnte), der unterschiedlichen Herangehensweise an die Ressourcen (Gold, Kristall, Stein, Metall) und dem Gefolge des Helden (aufgestiegene Truppen, die zu Charakteren wurden). Abgerundet wurde das Angebot durch mächtige Wesen wie verschiedene Drachen oder den Titanen, eine Endgame-Einheit von der man nur eine zeitgleich kontrollieren konnte.

 

Die Reihe startete vor Warcraft 3 und war in meinen Augen v.a. was Abwechslung und Atmosphäre angeht dem Blizzardableger voraus. Der dritte Teil hat die Anzahl Rassen auf satte 16 hochgeschraubt und bot Unmengen an unterschiedlichen Kreaturen. Leider ist der Entwickler Infinite Interactive heute gerade mal noch dank den PuzzleQuest-Titeln ein Begriff. Oder Gems of War, das es vor einer Weile mal als Gratisdownload gab. Ein WBC4 wird es so wohl nie geben :sad: .

 

Für mich war Warlords Battlecry immer die Fantasy-Variante von Command & Conquer :thumbsup: . Wer sich für ein RPG RTS interessiert, dem kann ich den Titel [ich versuche es wieder einmal :ugly:] wärmstens empfehlen. Sofern ein älteres Windows zur Verfügung steht. Anscheinend geht es auch über Virtual-Software, aber da ziehe ich den alten Laptop vor. Die digitalen Versionen (Steam, gog) kenne ich nicht.

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Gog läuft wunderbar, zumindest auf Win7. WBC3 ist sicherlich eines der besten Spiele dieses Genres, aber genau wegen den Helden hab ich das nicht im geringsten mit C&C verglichen.

 

Mein Favorit bleibt WC3, aber wohl auch, weil es im MP mehr Spass machte und halt - für mich - eben nur diese 4 Fraktionen hatte, welche man beherrschen musste.

 

Trotzdem installiere ich WCB3 ab und an mal wieder und spiele etwas. Momentan ist noch der erste Teil installiert, aber da hat mich während der Kampagne etwas die Motivation verloren. ^^

Geschrieben
Gog läuft wunderbar, zumindest auf Win7. WBC3 ist sicherlich eines der besten Spiele dieses Genres, aber genau wegen den Helden hab ich das nicht im geringsten mit C&C verglichen.

 

Mein Favorit bleibt WC3, aber wohl auch, weil es im MP mehr Spass machte und halt - für mich - eben nur diese 4 Fraktionen hatte, welche man beherrschen musste.

 

Trotzdem installiere ich WCB3 ab und an mal wieder und spiele etwas. Momentan ist noch der erste Teil installiert, aber da hat mich während der Kampagne etwas die Motivation verloren. ^^

 

Gibt es auf gog nur englisch oder auch deutsch?

Mir gefiel WBC einfach so gut wie die C&C-Titel im Sci-Fi Setting für sich.

WBC hat einfach so epische Schlachten mit den verschiedenen Wesen und Monstern :sabber: .

 

Mh würde so gerne WBC3 auf dem PC spielen. Aber trotz diversen Patchfixes stürzt mir das Spiel beim zaubern ab. Sobald die neue Maus ankommt werde ich mit der alten am Laptop loslegen. Die Musik und der Charme haben Nichts eingebüßt über die Jahre ^_^

Geschrieben
Gibt es auf gog nur englisch oder auch deutsch?

Mir gefiel WBC einfach so gut wie die C&C-Titel im Sci-Fi Setting für sich.

WBC hat einfach so epische Schlachten mit den verschiedenen Wesen und Monstern :sabber: .

 

Mh würde so gerne WBC3 auf dem PC spielen. Aber trotz diversen Patchfixes stürzt mir das Spiel beim zaubern ab. Sobald die neue Maus ankommt werde ich mit der alten am Laptop loslegen. Die Musik und der Charme haben Nichts eingebüßt über die Jahre ^_^

Nur auf englisch und russisch. :ugly:

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Das Outcast-Remake wird über BigBen erscheinen:

 

outcast-1.jpg

 

Bigben announces they have signed a licence agreement with the studio Appeal to publish the remake of the cult video game Outcast

 

Bigben, the video game publisher and distributor, is pleased to announce that they have signed a licence agreement with the studio Appeal to publish the video game Outcast - Second Contact, a remake of the cult PC game Outcast.

 

Released on PC in 1999, Outcast is an action-adventure game that has been recognized as one of the first open-world video games. Outcast has been hailed by critics and received numerous awards for the quality of its graphics and innovative gameplay, and remains a milestone in the history of video games.

 

This expanded and updated version of the 1999 game, currently being developed by the team behind the franchise, will be released at the start of 2017 under the name Outcast - Second Contact.

 

"Outcast succeeded beyond our hopes and we take great pride in seeing that it remains a classic for many players today." stated Yves Grolet, co-founder of APPEAL. "We're now using the same team and passion to work on the remake that fans have been demanding for years. Our objective is to show just how modern the game is with cutting-edge graphics and improved gameplay, while retaining the charm of the original which won over so many players."

 

"Outcast is a cult classic that is part of the video game repertory," added Alain Falc, CEO of Bigben. "I am delighted that APPEAL came to Bigben and have the faith in us to supervise the evolution of such a popular franchise, which people will enjoy discovering or rediscovering on next-gen consoles," he concluded.

 

About Outcast

 

Outcast takes place in the near future when Humanity has just discovered the existence of a parallel world, Adelpha. The American government, which was behind the discovery, sends a probe there to investigate. The experiment is a success but a native of Adelpha, a Talan, attacks the probe and causes a distortion of space-time that threatens to destroy the Earth.

 

You are Cutter Slade, a former Special Forces operative, assigned to escort a group of scientists sent to locate and repair the probe. Nothing goes as planned, however, and you find yourself embarked on an adventure on an unknown planet, with the future of two worlds in your hands.

 

 

[spoiler=Mehr Artwork]outcast-3.jpg

 

outcast-2.jpg

 

outcast-4.jpg

 

 

 

 

Auch für Konsole, danke :circle:

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Erste "offizielle" Spieleankündigung für NX :ming:

 

Rise_the_game_x.PNG

 

 

RISE: Race The Future, when a famous supercar designer is given carte blanche.

 

RISE: Race The Future is the upcoming video game from the studio VD-DEV renown for their technical prowess.

 

This time they decided to broaden their vision through the art of a professional automotive designer, Anthony Jannarelly, famous for having penned the exclusive supercars of W Motors: the Lykan Hypersport and the Fenyr Supersport.

 

Anthony has also recently co-funded his own car company, Jannarelly Automotive, producing the curvy retro-futuristic roadster named Design-1 whose evolutions will appear in RISE: Race the future.

 

RISE: Race The Future is a racing game set in a near future where a new kind of wheel technology will let you race on all type of terrains and especially on water.

 

The racing style is arcade oriented and based on mastering extreme drifts. One of the clear inspiration is Sega Rally.

 

In addition to the arcade mode, a history mode will allow the player to unlock the futuristic cars exclusively designed for the game. Throughout the progression the enigmatic sci-fi scenario will also reveal the real purpose of RISE: Race The Future.

 

RISE: Race The Future will be available on the main online stores for mobile devices, consoles and PCs. The release date is set for Winter 2016.

 

Zielplattformen:

 

m3AD2e4U

 

Mehr Trailershots

 

Mal abwarten... auch wenn ich die Richtung, in die's gehen soll, schon mal unfassbar geil finde - sowas gibt's einfach zu wenig -, bin ich vorsichtig skeptisch bezüglich dessen, was uns am Ende spielerisch erwartet. Ausserdem noch nie was von VD-DEV gehört, von wegen "renown for their technical prowess" :ugly:..

 

Zwar gemäss Twitter der IronFall-Entwickler (3DS) :thinking:

 

-> http://www.vd-dev.com/

haben offebar auch den Driver-Port für den GBA gemacht... und der war technisch schon eindrucksvoll.... :thinking:...

 

http://www.risethegame.com/

 

 

Hidden Insider in den Kommentaren? :thinking::ugly:

 

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Geschrieben (bearbeitet)

 

Konami bringt wieder was zu MGS Snake Eater - nur halt eben einen Pachinko-Automaten :lamy:...

 

Glaube ausser PES darf man von der Firma wirklich nicht mehr all zu viel erwarten.

 

 

pCYdUfc.gif

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The Order: 1886 dev Ready at Dawn's next game is a physic-based arena brawler

 

The Order: 1886 developer Ready at Dawn's upcoming physics-based multiplayer arena brawler De-formers is a big departure from the studio's steampunk flagship title. A multiplatform (PS4, Xbox One and PC) offering published as part of GameStop's recently announced GameTrust initiative, De-formers, is a mix of lots of elements from beloved games cobbled together into something that looks familiar, yet strangely hard to pin down.

 

This third-person competitive game about a bunch of rolling round creatures trying to knock each other out mixes the bashing mechanics of Super Smash Bros. with the physics-based mayhem of Gang Beats, then combines it with the whacked out controls of Super Monkey Ball and the skill-based shooting of Twisted Metal. It's bonafide bonkers and about as far away as you could get from the immaculately detailed but ultimately conventional The Order: 1886.

 

Gone are the finely groomed yet gritty action action heroes, the glistening rain-slicked cobblestone alleys, and the sputtering crackle of archaic 19th century firearms. Instead De-formers focuses on freakish, spherical amphibians trying to obliterate each other in brightly coloured play pens.

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The director of this light-hearted arcade affair, Andrea Pessino, is one of the most overwhelmingly muscular men I've seen outside of a wrestling ring. I'm convinced that in his off-time he gets into epic duels with Jean Claude Van Damn.

 

The key to De-formers is its brisk, balanced economy of manoeuvres. Players roll around curvy, sometimes tilting, battlegrounds and are given three ways to demolish an opponent: Ram into them, shoot them, or throw them off the edge. Yet each method is risky. You can't pick someone up if they're moving around too much. Charging up your boost to slam into an opponent leaves you vulnerable to enemy fire. Meanwhile, projectile attacks and bashes can be blocked by condensing oneself into an immobile cubic shield form.

 

Beyond that, a character's size and power is tied to their ammo count. If you snatch up a bunch of shimmering gold bullets (called tribs) you'll increase in girth, meaning you'll slam into foes with greater force. So every time you shoot you're trading off brute physical force for long range attacks.

 

It's a simple set of moves, making it easily accessible, but there's plenty of tactical depth. "You have your grab, you have your charge, you have your shielding. Each one is designed to nullify the other. So you always have a different options," game director and studio co-founder Andrea Pessino tells me at a recent visit to Ready at Dawn's Irvine studio.

 

While De-formers looks as different from The Order as you can imagine, the foundation for this blubbery brawler was buried within The Order's DNA. Both games use the studio's proprietary engine and Pessino explains that while developing The Order Ready at Dawn came upon some "very unique physics technology", which was mostly relegated to cosmetic effects in the linear third-person shooter. "We didn't have the opportunity to really show off what the 'soft body system' could do and some of the very unique features of it."

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I reckon De-formers is about blobby characters because in comparison to Andrea Pessino everyone is blobby.

 

"From the beginning we wanted it to be melee-based," Pessino says of the studio's upcoming left-field experiment. "It fits with the fact that it's 100 per cent based on physics. There's not a single animation in the game. Everything is simulated."

 

This wasn't a new idea for Pessino, either, as he'd had the vision for De-formers since 1989 when he saw the Academy Award-winning German stop-motion animated short Balance, in which a group of fishermen methodically arrange themselves on a platform teetering on the edge of a ravine. "They always have to collaborate and participate every time one of them moves," Pessino says. "I remember seeing this beautiful short and thinking 'that's a game!'"

 

So he tried making a prototype for it in 1991 on the 3DO. "I didn't have the technology or the expertise or the team," he recalls. "We tried one more time here in the mid 2000s, but we had more or less the same problems and did not pursue it."

 

Pessino didn't pick it up again until the summer of 2014, where he tinkered with a prototype in his off-time. Eventually he roped in another colleague to help out with it, but for the first few months it was only the two of them on it. But the project picked up steam within the office. People wanted to play it. By the end of 2015 the De-formers team had grown to 20.

 

Yet it was in its earlier days, about a year ago, that GameStop got involved. Browsing titles for its then-unannounced publishing initiative, the retailer saw the De-formers' prototype and was instantly smitten with the idea. "It's just fun," GameStop VP of internal development & diversification Mark Stanley tells me. "And it appeals to everybody. We kept using the 'nobody's allergic to it' line. It really is pick-up-and-go regardless of your level of skill. It's a wide audience that will love this."

 

Ready at Dawn co-founder and chief creative officer Ru Weerasuriya says the publishing arrangement was "the right partner at exactly the right time with the right project." After all, GameStop gets to diversify its portfolio, while Ready at Dawn gets funding for its pet project along with the added perk of keeping the De-formers IP.

 

De-formers is, for better or worse, something different and it certainly gets points for originality. It doesn't play like anything else out there and it's relatively accessible with various customisation options. Four-player split-screen is planned and Pessino tells me you can play three-vs-five or six-vs-two if you'd like. Apparently the two most skilled QA testers were able to defeat a team of six (Pessino, who was on the losing team, points out that they had more targets to go after). De-formers is a fittingly deformed take on the arena multiplayer genre and its freakish nature could make for a fascinating sideshow.

 

 

the-order-1886-dev-ready-at-dawns-next-game-is-a-physic-based-arena-brawler-146482056204.png

 

 

Ja das ist etwas GANZ anderes und ziemlich unerwartet :lol:

 

Katamari Damacy meets Little Deviants meets Super Smash Bros. meets Mario Party?

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