Flash Game Friday: Hedgehog Launch

Frozen Hell - Friday, January 30, 2009

Looking for something to do on a boring Friday afternoon?  Well maybe our new section Flash Game Friday has something for you.

This week’s selection is Hedgehog Launch, where the aim is to launch your hedgehog into space. You earn money towards upgrades for your launch each "day" until you’re able to get into space.  So the smallest number of "days" to get into space is better.

Hit up the site here to give it a go and see if you can do better than my abysmal 20+ days effort.

Post in the comments how you went.

MMOs sold in Australia without classifications

Frozen Hell - Thursday, January 29, 2009

Massively have up a rather interesting article about the fact that the vast majority of massively multiplayer online games on retailers shelves in Australia are void of any valid Australian Classification Board (formerly the OFLC) ratings.  This includes well known titles such as Blizzard’s ridiculously popular World of Warcraft MMORPG and other titles such as Age of Conan (pictured).

It seems that a misunderstanding or incorrect information may have been given by the Office of Film and Literature Classification at one point to game publishers that indicated that purely online games such as World of Warcraft would be exempted from classification.  But from the information that Massively have obtained from the revamped Australian Classification Board now seems to indicate that this isn’t the position as they see it and any game (whether its an MMO or online only game) is required to pass through the classification review system to receive an appropriate rating before it is available for retail sale.

If this is indeed what has occurred and is required under the classification laws in Australia, this leaves a situation where many retailers and the distributers of these games titles in Australia may be in for a rather nasty shock.  Significant fines are imposed against companies that engage in mass sales of products that require classification but are sold without correct and valid rating advice attached.

So I think this is going to be an interesting one to watch as it develops.

You can check out the very comprehensive story on the issue at Massively here.

Guitar Hero: Metallica full track listing

Frozen Hell - Thursday, January 29, 2009

Props to Jed for the heads up.

Team Fortress 2 – Patch out now *Updated*

Frozen Hell - Thursday, January 29, 2009

Valve have posted a lengthy update about their progress with the next lot of patches for Team Fortress 2, with details about an incoming bug fixes patch thats coming out probably in the next 24 hours and the next major content patch that includes the Scout class update.

First off, we should be expecting a patch anytime now, with the update fixing a bunch of exploits and bugs that are currently affecting the game.  Valve will also be including changes that include pushing your settings for unlockable items into the “Steam Cloud”, which means if you play the game on multiple computers or have to format and reinstall, all your settings for unlockables are saved.

Once those updates are pushed out and in the wild, Valve will be set to release the Scout update.  Valve have mentioned that the Scout pack is pretty much wrapped up, with just a few pieces of artwork needing to be completed, with the design and coding team having already started work on the next class update pack.

Valve have also addressed a few question that people have had in their latest posting as well, which I’ve included below:

“Why did you change the minigun’s muzzle flash away from the original one shown in Meet the Heavy?”

That muzzle flash was one of the earliest effects that we put in the game and it was done before our new particle system was in place. As we moved forward with the effects we decided that such a cartoony hard-edged look to the effects didn’t help the readability of the overall game. If the muzzle flashes and all the effects had well defined edges, they would visually compete with the rest of the TF2 world and the players. So it was decided that the effects should be much softer than the rest of the game so as to not overwhelm an already visually dense game.

“Why should I use Natascha? And doesn’t she only do 66% damage, not 75%?”

You’re correct, there was a bug that caused her to lose 0.75 damage off each individual bullet she fired. She spits out so many bullets that a tiny amount like that added up to a significant difference. Tomorrow’s update will fix that, and also includes a slight boost to the amount of slowdown she delivers. Our internal playtesters have been finding her much more useful, especially on the large number of Scouts running around with new toys.

“Why is the Sniper such a fake Australian? Aren’t several members of the TF2 team Australian?”

Yes, it’s true, the Sniper is a fairly unconvincing Australian. Most of his lines make him sound more English than Australian, and the voice actor is clearly an English actor faking an Australian accent. As for why we didn’t fight to make him more authentic, we though it was appropriate that he was about as convincing an Australian as the Demoman is a Scotsman, or the Medic a German.

So there you have it, expect a bug/exploit fixes patch out anytime now (probably sometime today) and the Scout update very soon as well (next week perhaps?).

*Updated*

And the patch is out now, so restart your Steam client and you should pick-up the update.  The list of fixes included in this patch are as follows:

Team Fortress 2:- Added percentage to UberCharge HUD panel for the Medic- Added upgrade progress and levels to Engineer HUD panel for all buildings- Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)- Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map- Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map- Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even- Fixed Pyro model not animating in the class menu- Fixed players getting stuck in the "prepare to respawn..." countdown loop- Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit- Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won- Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them- Fixed server crash when trying to load a map that contains control points with duplicate index values- Fixed several materials warnings in the console- Fixed "Cart.Explode" sound script entry using an unknown sound channel- Marked the cl_bobcycle and cl_bobup ConVars as cheats

Team Fortress 2 and Day of Defeat: Source:- Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers

Source Engine:- Fixed client "timeout on mapchange" problem- Fixed setinfo exploit- Marked the r_aspectratio ConVar as a cheat

Server Browser:- Renamed "Quick List" to "Map List"- Removed minimum ping filter from Map List

Another Tomb Raider movie planned

Frozen Hell - Thursday, January 29, 2009

Everyone’s favourite anatomically pleasing female protagonist is slated to be coming back to the big screen.  Yep, thats right, Lara Croft from the Tomb Raider series of games is set to star in a third movie.

Shacknews have details that Warner Bros. are looking to have the movie take a slightly different direction from the first two movies, with a stronger love interest (say what?), a differing back story on Lara’s origins and the main bad guy she has to take down.  At the moment details are sketchy, but Ian Livingstone from Eidos who publishes the Tomb Raider series of games is set to be executive producer.

No details are available on who will play the Lara Croft character, but I’d guess its unlikely that Angelina Jolie would be returning to the role again (but who knows?).

Fallout 3 – Operation Anchorage DLC out now

Frozen Hell - Wednesday, January 28, 2009

The first set of downloadable content (DLC) for Fallout 3 has been released today – titled – Operation Anchorage.  Its available for both PC and Xbox 360 owners, but PS3 owners are bang out of luck on this one as they won’t be getting this DLC (or any of the future planned DLC either).

Operation Anchorage as the name suggests involves a virtual reality simulation of the liberation of the Alaskan locale of Anchorage, with the addition of a "Covert Ops" perk along with additional weapons, armour and achievements for you to get stuck into.

Further DLC is planned, with "The Pitt" (based in Pittsburgh) slated for release in February and "Broken Steel" after that in March which will increase the level cap to 30.

Dawn of War II Beta

Frozen Hell - Wednesday, January 28, 2009

Whilst owners of DoW:Soulstorm have had early access for the past week, today the Dawn of War 2 Multiplayer Beta was unlocked and is now available to the public. Providing 4 races, 5 maps and 12 Hero characters there’s more than enough to get a sample of the game before the full release on February 20.

For those not familiar with the first game, DoW2 combines the strengths of THQ’s two recent RTS games Dawn of War and Company of Heroes to create smaller scale tactical battles using cover, fields of fire and RPG elements for characters. Unlike traditional RTS games, base building is almost non existent and the game focuses on capturing and holding map points to generate resources. The old RTS strategy of hoarding money and tech-ing up quickly doesn’t fly – pushing for territory is the only way to win.

For those returning from the first game, don’t expect to breeze in with old tactics and survive. Now you’ll find cover is life, suppression is death and those who run away really do get to fight another day. Don’t expect me to spill all the changes either, I need to make sure there’s still a few people I can beat when I jump on tonight.

For a look at the graphics and general gameplay, this video describes a typical day in the life of a Space Marine Captain: http://www.shacknews.com/onearticle.x/56760

The beta comes with a selection of 1v1 and 3v3 maps (but no 2v2 which is odd) and 4 races (Marines, Orks, Eldar and Tyranids) which each have 3 Heroes specialising in different play styles. The races are relatively balanced aside from a few issues with certain unit types, but thankfully there’s no clear win-unit yet. 3v3 matches are a lot of fun, especially if you have people you know to play with. I’ve had a lot of epic matches over the last week, fighting for every last victory point to try and scrape out a win. It’s pretty rare for an RTS game to inspire you to fight to the last man rather than rage-quit the second things don’t go your way.

I was surprised to find that the beta also automatically records the replay of each game you play and saves it to your HDD. I’m not one to obsess over what I did wrong, but it’s a great opportunity to watch the fights and see all the work put into the combat animations. There’s often way too much happening in the heat of a battle to stop and appreciate how good it looked when your Ork Warboss just cleaved a Marine in two or a Drop Pod came down and turned a Carnifex into a greasy crater.

Playing ranked games online rewards you with visual upgrades to units as you win more battles, which start off as barely noticeable but quickly become more impressive with each higher rank. Unfortunately it’s not like CoD4 or Killzone 2 , the upgrades are cosmetic only. Still it’s a nice reward for people who’ve played a lot of rank matches and want to pimp out their units.

It’s also the first game I’ve played that’s bothered to use Games for Windows, which is amusing considering it’s deployed through Steam anyway. Even though I still use Steam to communicate, it’s nice that I can log into my 360 profile to invite friends or see if a Gears 2 game is going. That’s about where the pros end though, I can’t believe they expected anyone to pay for this when Steam is free. Someone should get fired for that…

To close I’ll say even if you’re not an RTS guy, I’d give DoW2 a shot for free to see if it grabs you. It sits half between an RTS and an action/RPG game for me, but since it does require some thinking it’s going to turn some players off immediately. 

 

Article written by El_Funko.

Where there’s desperation, there’s opportunity

admin - Friday, January 23, 2009

 

Gears 2 Patchapalooza

admin - Friday, January 23, 2009

So earlier in the week a massive Gears of War 2 patch launched. They’ve addressed everything from multiplayer exploits, to general bugs and even made some general improvements to the game. The list is so huge you’ll have to read more if you want the full run down.

Exploit Fixes

  • A player could melee or grenade tag through certain walls.
  • A player could equip a shield and a two-handed weapon simultaneously.
  • A player could make their shield invisible.
  • A player could become invisible.
  • A player could do a “super” mantle or “kung fu flip,” flying high into the air.
  • A player could gain unlimited ammo with the Lancer Assault Rifle.
  • A player could fire while roadie running (also known as “crabwalking”).
  • A player could pick up a weapon while sliding into cover.
  • A player could walk forward while firing a deployed mortar.
  • A player could force an opponent to be stuck in the down but not out (DBNO) position.
  • A player could prevent other players from picking up a heavy weapon.
  • A player could pick up a dropped meatflag without having to knock him down.
  • A ragdolled player could be killed without ever going DBNO.
  • A player could roadie run while firing the Scorcher Flamethrower.
  • A player could get stuck while evading, though they could continue shooting in any direction.
  • A player could concuss themselves under the stairs on the River map.

General Fixes

  • An issue with client-side hit detection of the Gnasher Shotgun. The fix makes the shotgun more reliable in high-latency situations.
  • An issue where players could have shotgun or Boomshot rounds fire into the ground when shooting from the hip.
  • A split-screen issue where one player transitioning to the death battle camera disrupted input from the other player.
  • An issue that could cause players’ Look sensitivity to be changed to their Zoom sensitivity while zooming in, zooming out, and firing.
  • An issue that could cause players to get stuck if they tried to pick up a heavy weapon while firing the shotgun at the same time.
  • An issue where players could become stuck if they kicked over a shield while ragdolled from a smoke grenade.
  • An issue where bots were unable to kick over a shield that was planted backward.
  • An issue where players who quit during voting didn’t show up in the end game stats, which meant other players couldn’t easily provide negative feedback on them.
  • An issue where players couldn’t chainsaw enemy meatshields if the meatshields were already damaged.
  • An issue where some players would not see the animation of a meatshield being chainsawed.
  • An issue where players could not chainsaw an opposing team meatshield in a game type that doesn’t allow respawns (for example, Warzone and Execution).
  • An issue where a player partway through the act of raising or lowering the chainsaw did not transition into a duel when attacked from the front with a chainsaw.
  • An issue where occasionally a player waiting to respawn could not respawn when repeatedly hitting the left trigger to switch cameras.
  • An issue where some teammates couldn’t communicate between rounds in games type that don’t allow respawns, because dead team members were left in the dead radio channel until the next round started.
  • An issue where a DBNO player could be seen as standing if knocked DBNO while reloading the mortar.
  • An issue where a player joining a Private Xbox LIVE game in progress from another specific type of game could potentially lose HUD functionality.
  • An issue on the Flood map where a player’s dying from Imulsion did not trigger a death message or penalize the player as other environmental deaths did.
  • An issue with Guardian games where if the leader is the last player killed on a team, the round may not end, due to the respawn timer.
  • A campaign issue where the gamer picture would not be awarded when the game is completed on Insane.
  • An issue where a player would continue to fire the flamethrower and damage other players if that player was knocked DBNO while firing it.
  • An issue that could cause a player to get stuck while moving and quickly attempting to aim the mortar at the same time.
  • An issue with Horde games where clients didn’t receive the “waiting for host” message after they failed a wave.
  • A Horde split-screen issue that could cause a team to get -2 billion in score, which when posted to the leaderboards looked like +2 billion.
  • An issue where dead players may not show up in the metadata for multiplayer photos.
  • A system link issue where if a multiplayer match and a co-op game were hosted at the same time on the same LAN, neither could be joined.
  • Additional miscellaneous bug fixes.

Balancing

  • Made planted proximity grenade mines much easier to shoot off the surface they’re planted on, by giving them 50 percent less health.
  • Set grenades to respawn less frequently. When a player picks up grenades from a spawned location, a new set of grenades does not respawn until the previous grenades have been used.
  • Increased the penalty to rank for players who quit Public Xbox LIVE matches early.
  • Buffed the flamethrower to have stopping power (to slow a charging enemy) and to cause a chainsaw interrupt (to force the opponent to lower a revved chainsaw).
  • Removed the ability to instantly shoot coming out of a roadie run.
  • Added additional spawn protection to prevent proximity grenade mines and chainsaws from killing a player within 5 seconds after spawning.
  • Balanced grenade spawn cycling on the Hail map so that both teams have equal access to both types of grenades.

Improvements

  • Changed Annex games to use execution rules, to prevent players from leaving DBNO opponents on the ground to bleed out.
  • Made Horde waves count toward the “Party Like It’s 1999″ achievement. Each wave is counted as one round.
  • Added the ability, during Submission games, to see the flag’s final destination by using Tac/Com.
  • Increased the frequency of most of the toasts for in-game achievement progression.
  • Added achievement progression numbers to the War Journal.
  • Added 7 new DLC-based achievements worth 175 points (progress toward them starts after Title Update 2 is applied):
    • “Skeletons in Your Closet” (20 points): Complete waves 1 through 10 on all Flashback Map Pack maps in Horde (any difficulty).
    • “Trial by, and on, Fire” (20 points): Complete waves 1 through 10 on all Combustible Map Pack maps in Horde (any difficulty).
    • “More Mystery, Less History” (15 points): Win a multiplayer match on each of the 5 Flashback Map Pack maps (any mode except Wingman).
    • “The Roof! The Roof! The Roof…” (15 points): Win a multiplayer match on each of the 3 Combustible Map Pack maps (any mode except Wingman).
    • “Bound by a Shared Past” (15 points): Win a Wingman match on each of the 5 Flashback Map Pack maps.
    • “Forged in the Fire” (15 points): Win a Wingman match on each of the 3 Combustible Map Pack maps.
    • “Annex: Now with Execution Rules” (75 points): Win an Annex match on each of the Flashback and Combustible Map Pack maps (Public only).

Valve hints at a new TF2 game mode

Frozen Hell - Wednesday, January 21, 2009

Valve have hinted that a new game mode is coming for Team Fortress 2 in an interview with The Escapist.  At the moment there aren’t any details on the new game mode at all, but also mentioned is that Valve are thinking about adding another class to TF2 as well.

 

For the next class update, Valve firmly have the Scout in their sights, with them expecting that update to make its way out sometime early this year.  The Xbox 360 version of TF2 as yet hasn’t seen any of the major game updates that the PC version has this last 12 months, but Valve are working to get them pushed out to 360 owners as well, so they can catch up on what PC owners have been enjoying for the past year.

You can read the full article up at The Escapist here.

Via: Shacknews

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