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EA Play 2017 Announcements

EA Play 2017   Madden NFL 18 EA's presser kicked off with a  Madden 18 trailer showing off its new Longshot campaign mode. Alongside FIFA 18 and the newly-refreshed NBA LIVE 18 , this looks to be a step in the right direction for the Madden NFL franchise - especially, in the last decade.  Watch the trailer Battlefield 1 -  Expansion  Battlefield 1 now has eight new maps, within its 'In the Name of the Tsar' expansion. This boasts new vehicles, weapons, the addition of a women's battalion and interestingly a new gameplay mode based off of player feedback, was teased. More about that will shared in August, at Gamescom. FIFA 18  The official trailer for FIFA 18 was shown, alongside a video of Cristiano Ronaldo performing motion capture. EA announced the return of Alex Hunter in the campaign mode. A Nintendo Switch version will also be released, although a 'lesser product' than the mainstream next-gen release. Watch the trailer Need for Speed

Time Manipulation in Game Design

Time Manipulation in Games Introduction The gameplay mechanic that I wish I had come up with first, is Time Manipulation. This is includes the concept of time dilation and the reversal of time in games. Implementing the Manipulation of Time Time manipulation is a robust mechanic. It involves non-exploitable time manipulation, with the goal of being fast and smooth, while not computationally-taxing on memory or hardware resources. The best way to implement this mechanic can be seen in Braid - an indie platform and puzzle game, developed by Number None, Inc. In this game, the world state is recorded for every frame, where the data is stored and compressed. With the recorded frames, any changing entities are extracted and mixed into the final state, which can be manipulated or rewound by the player. The player’s position is recorded and other properties such as color and rotation are stored as an integer that can be reconstructed, along with time information taken fro

What Went Wrong With ME Andromeda's Facial Animations

It's in the Eyes The human iris has a natural in half-moon shape, with the upper eyelids covering nearly half of the iris. In Mass Effect Andromeda, the characters' irises are dead in the center of their eyes, with the upper lids way too high for it to look anything but unnerving. To top it off, most of the characters' eyes are far too wide and the lower lids are way too low - which only adds to the creepiness factor - especially during a lengthy conversation. Characters like Addison, have faces that simply look frozen in shock. The characters in Andromeda, also have extremely prominent pupils; and to top it off, their eyes constantly dart about unnaturally. This not in regular saccades like we do when looking back and forth between subjects. Coupled with very wide eyes, this looks downright terrifying. Horrendous Facial Expressions To make matters worse, the mouths of many characters in Andromeda move either ever-so-slightly or look as though they'r

Forza Motorsport 6: Apex Review - Part 3

FORZA MOTORSPORT 6: APEX Favorite Gameplay Component My favorite gameplay component of Forza Motorsport 6: Apex is altering and tailoring my driving style to the conditions of the race. If ever I attempt to reach top-speed on a wet track such as Brands Hatch United Kingdom, the vehicle spins off track and out of control. That’s a challenge for me, as my strategy isn’t so much into drifting, but in staying as straight as possible, so that I can reach over to 200 km/h -- keeping within a controllable limit. Another method of mine I had to retire -- and this is coming from the likes of Asphalt 6: Airborne and Mario Kart Double Dash - - which is ramming into players. I quickly found out in a vehicle simulator under the laws of natural physics, this reduces my speed on impact. There are also frequent bottlenecks at turning points in the track; luckily I can use my best strategy and I find this to be the best opportunity to strategically slip past other cars when an opening

Forza Motorsport 6: Apex Review - Part 2

FORZA MOTORSPORT 6: APEX Game Modes and Scenarios In Rival races, the player goes against a racer’s ghost driver in a one-on-one challenge. The game also includes Multiplayer lobbies, full matchmaking facilities and a new League system. Leagues are special multiplayer divisions that will group you with players that have a similar skillset to yours -- and the more you races in these Leagues, the better the player’s standing will be; and as their skillset improves, they will be able to access higher-level League types. Forza Motorsport 6: Apex sports many Special event types like Top Gear bowling, Autocross or Overtaking challenges. There are also a wide variety of event types to participate in, many are optional, but in completing them players can challenge themselves and reap additional XP and rewards. In Forza , the player has a chance of winning a car with each level earned. Upon gaining a level, the player is presented with a prize board and a randomly moving cursor. Hitt

Forza Motorsport 6: Apex Review - Part 1

FORZA MOTORSPORT 6: APEX VEHICLE SIMULATION MECHANICS Welcome to Motorsport 6 With Horizon being Forza’ s more relaxed, open-world version of the franchise, this entry of into the famed Motorsport series retains its true focus on circuit racing. Forza Motorsport 6: Apex boasts stunning visuals, accompanied by fantastic audio design and a wealth of top-tier unlockable vehicles. The game shines in competitive multiplayer and riveting races; and in short it’s arguably the most realistic racing game available on the Windows Store -- graphically and mechanically. Forza Motorsport 6: Apex sports real-world weather conditions, temperature and in changes day/night cycles that heavily influence the race with every turn; coupled with true physics and in-depth finetuning for advanced vehicle performance. UI and HUD The UI of Forza Motorsport 6 is very clean and concise. It is user-friendly and easy to navigate for newcomers. It is within the menu before entering a race,

Reasons to Make Games

To me, games are the one of the most creatively expressive art media out there. The industry offers are variety of roles in which artists across multiple disciplines can contribute to this ever changing-medium with an audience of nearly two billion gamers worldwide. The gamer demographic is a passionate community; many of whom are not simply passive consumers of media entertainment products, but devoted fans whose lives may have been affected by their experience of a game - as with any powerful artform. I aim to play a role in delivering such an experience, while being a part of a team that’s committed to realizing that vision through this medium. I would like to instill and communicate that meaning through creating immersive 3D environments, that complement the game-play and narrative put forth in a game. I tend to gravitate toward AAA development studios like Ubisoft. While the projects are not as likely to take the innovative risks of many indie games, it’s if I were to

The Art of Heavy Rain (Part 5)

Gameplay “Heavy Rain is a very dark thriller; it’s an experience that I think for the first time is going to put gamers into very different emotional states … I think it’s going to demonstrate that emotion is the key to any entertainment form.” — Guillaume De Fondaumiere Fun Fact: There is a sheet inside the disk case players can fold into an origami figure (instructions on screen), during the 4GB game download. ARI - Added Reality Interface ARI is agent Norman Jayden’s FBI augmented reality interface accessed through his glasses and interacted with by his glove. It’s not only very cool but  highly useful in game; clues are scanned and highlighted through ARI by pressing the RB as the player searches. ARI also acts as an inventory system of files, clues and evidence found by the player can be compiled and clues can be put together. “This … this is my office?” ARI also allows the user to customize their view, choosing any theme from underwater, to no a mou

The Art of Heavy Rain (Part 4)

Player Choices Bear Consequence There are multiple ways a scene can play out depending on the player’s past choices and those specifically made in that scene. storytelling, branching structure, dramatic tension, the hero’s journey (heroic quest) Players can get answers through dialogue choices and explore observations (and objectives) through a character’s thoughts. There is direct player control — with no specific run action. Most of the time, players won’t run indoors. Running is automatic during gameplay, to fit the emotional direction of the scene. Win or Lose There is no way to “lose” the game per se; only unfavorable events unfold, (i.e. characters die) or the player’s search is impeded (evidence is lost, players never meet important characters or situations to gather evidence.) There are many scenes where the main characters can die in different ways at several points in the game; the game continues, but circumstances are heavily affected. For exa