Saturday, 27 June 2015

DOOM 4

Doom (stylized as DOOM and originally known as Doom 4) is the upcoming reboot of the Doom series by id Software following the release of its last title, Doom 3, in 2004. It will be released on Microsoft WindowsPlayStation 4, and Xbox One in 2016. After years in development with almost no news from id Software, it was restarted completely in 2011 with Bethesda Softworks serving as the publisher for the game.
The game takes place on Mars, where the UAC Corporation have been discovering artificial symbols that marked Mars and brings demons from hell.
The game was announced as in production on May 7, 2008,[6] after John Carmack, then lead developer at id Software, hinted it at QuakeCon on August 3, 2007.[7] Id Software's CEO Todd Hollenshead suggested that, like Doom II: Hell on Earth, it will take place on Earth,[8] and will feature gameplay more akin to the original Doom games rather than the horror styled gameplay of Doom 3.[9]
On August 1, 2008, John Carmack said that Doom 4 will look three times better than Rage does, intended to run at 30 frames per second; on Xbox 360 and PlayStation 3; rather than 60 that Rage targets.[10] In its Windows version, Doom 4 was intended to run at 60 frames per second with state-of-the-art hardware.[11] In 2009, he revealed that the multiplayer component is being developed separately and will run at 60 frames per second.[12] Carmack stated in 2011 that "you can't have 30 guys crawling all over you at 60 frames per second at this graphics technology level because it's painful. -- So, [in single-player] we can have 30 demons crawling all over you on there."[13]
In April 2009, Hollenshead said Doom 4 was "deep in development". When asked if Doom 4 would be "a sequel? A reboot? A prequel?", his response was: "It's not a sequel toDoom 3, but it's not a reboot either. Doom 3 was sort of a reboot. It's a little bit different than those."[14]
On June 23, 2009, ZeniMax Media, best known for Bethesda Softworks, acquired id Software and announced that all future id games will be published by Bethesda Softworks, including Doom 4 in addition to Rage and future Quake titles.[15] Carmack said at Quakecon 2011 that once Rage shipped its development team would move to Doom 4 to speed up on that project. Doom 4 might also feature dedicated servers unlike Rage.[16]
At the 2011 QuakeCon, Carmack mentioned that new Doom will be using a new scripting language that is based on C++, and called it "super-script". This so-called "super-script" is a subset of C++; with features like scheduling and type safety.[16] In February 2012, some alleged screenshots were released on Official Xbox Magazine UK's website,[17] but the images were discredited by id Software's creative director Matthew Hooper.[18] In November 2013, Carmack left id Software to commit to his work at Oculus VR.[19]
In April 2013, Kotaku published an exposé describing Doom 4 as trapped in "development hell". Citing connections to id, the article claims that Doom 4 has suffered under mismanagement, and that development was completely restarted in 2011. Inside sources described the pre-2011 version, which was to portray the uprising of hell on Earth, as heavily scripted and cinematic, comparing it to the Call of Duty franchise. The pre-2011 version was criticized as mediocre, but the sources also described the new version as "lame" and a "mess".[20] Id's Tim Willits said during Quakecon 2013: "Every game has a soul. Every game has a spirit. When you played Rage, you got the spirit. And [Doom 4] did not have the spirit, it did not have the soul, it didn’t have a personality
On June 10, 2014, a teaser trailer of Doom[24] was presented at Electronic Entertainment Expo 2014 as well as at QuakeCon's website and at a new official Doom website. A more expansive trailer was unveiled at QuakeCon 2014 on July 17, 2014, where a closed presentation was made mainly to silence ongoing rumors of the project being in jeopardy.[25] From what was seen in the QuakeCon presentation, the new Doom is to feature mechanics such as melee combat, finishing moves, and the ability to rip someone's arm off and use it to open a biometric security door.[25] Also said to be featured in the game are double jumping and freedom of movement such as vaulting and manteling.[26] On July 19, 2014, in light of Crytek's financial difficulties, it was announced that Tiago Sousa, head R&D graphics engineer at Crytek, was leaving to join the Doom and idTech 6 engine team.[27] On May 18, 2015, a brief teaser trailer was released to promote gameplay being shown at E3 2015 on June 14, 2015; the trailer depicted the double-barreled shotgun, and the Revenant, a monster returning to the game.[28] On June 14, 2015, around 15 minutes of gameplay footage were shown at E3 and the release date was revealed to be Q1/Q2 2016.

ASSASSIN,S CREED SYNDICATE

"A different revolution is rising. More subtle. A blaze from the ashes of an old brotherhood. We shall rise. Street gangs will be our armies. The slums, our fortress. They say this is the modern era. I say, it's time for a rebirth. And we shall lead the way."
―Jacob Frye.[src]
Assassin's Creed: Syndicate
ACS Box art icon
Developer(s)
Ubisoft Quebec
Publisher
Ubisoft
US release
23 October 2015
EU release
23 October 2015
Genre:
Historic Action-Adventure
Game modes:
Single-player
ESRB rating:
M (Mature)
Platform(s):
Xbox One, PS4, PC
Media:
DVD, Blu-ray Disc, Digital download
Assassin's Creed: Syndicate is the upcoming ninth main installment in the Assassin's Creed series. The conceptual title and screenshots of the game were first leaked on 2 December 2014, following which Ubisoft acknowledged the leaked assets about Victory as genuine.
The game will be released on 23 October 2015 worldwide on PlayStation 4 and Xbox One, with the PC version as of now announced for Autumn 2015.
The game will be set in 19th century London, during the Victorian era, with twin protagonists, Jacob and Evie Frye, both of whom are playable. The two arrive in London in 1868, as the Industrial Revolution reaches its climax, bringing its lot of inequality and poverty in a city controlled by the Templars. To stop their rule, the Fryes will take over the organized crime in an effort to gather an army and free London.

DevelopmentEdit

Ubisoft Quebec is handling Syndicate's lead development, in conjunction with eight other studios from Montreal, Singapore, Annecy, Montpellier, Chengdu, Shanghai, Kiev and Reflections. Teams from Ubisoft Sofia, Barcelona and Toronto are also involved in the game's completion.[1]
Having gained solid brand experience from their contributions to previous entries in the Assassin's Creed franchise, Ubisoft Quebec has reportedly been working on Syndicate for more than two years. They are collaborating closely with Ubisoft Montreal, whose significant contributions to the game include producing London's landmarks, creating "living and breathing" crowds and improving the parkour gameplay's smoothness.[1]
Ubisoft Singapore, who pioneered the naval gameplay seen in Assassin's Creed III and subsequent entries, as well Assassin's Creed: Unity's time anomalies, has focused on new gameplay along the River Thames. Ubisoft Annecy is responsible for the development of the dynamic Train Hideout, a mobile headquarters for the Assassins around which several side missions will center. These missions will feature a strong narrative that enriches Syndicate's "gang fantasy".[1]
One of the game's boroughs, Whitechapel, is being developed Ubisoft Montpellier, who are also working on side missions related to historical figures and specific sections within main missions. Ubisoft Reflections is a developer known for working on racing games, and has been brought in to create the free roaming vehicle gameplay. Along with vehicle degradation and in-vehicle combat mechanics, Reflections has produced several side activities that involve racing with horse-drawn carriages.[1]
Ubisoft Chengdu is reponsible for a large variety of boats, environment assets and crowd animations, while Ubisoft Shanghai handles architecture and character assets. As with previous entries, Ubisoft Kiev is working on Syndicate's PC version.

ASSASSIN'S CREED

Assassin's Creed is a 2007 sandbox style action-adventure-stealth video game developed by Ubisoft Montreal and published by Ubisoft. The game was released for the Xbox 360 and PlayStation 3 in November 2007 and for PC in April 2008.
The game centers around the use of a machine dubbed the "Animus", which allows its user to view the genetic memories of his or her ancestors, centering around the protagonist, a bartender named Desmond Miles. As Desmond relives the memories of one of his ancestors, the Assassin Altaïr Ibn-La'Ahadwho lived in the Holy Land during the Third Crusade, details of a battle between two ancient sects – the Knights Templar and the Assassin Order – emerge as both scour for an artifact known only as a "Piece of Eden."
Assassin's Creed received primarily positive reviews, for both its story and its gameplay, and received several awards at 2006's E3. In November 2009, a sequel in the form of Assassin's Creed IIwas released, building on the foundation set by Assassin's Creed.

Gameplay

AltaïrCloseup
Altaïr Ibn-La'Ahad, one of the game's protagonists
Assassin's Creed is a non-linear action-adventure video game, during which the player controls a 12th-centuryLevantine Assassin named Altaïr Ibn-La'Ahad during the Third Crusade, whose life is experienced through the Animus by his 21st century descendant, Desmond Miles. The overall goal of the game is to rise through the ranks of the Assassin Order by carrying out a series of assassinations given by the leader of the Order, Al Mualim. In doing so, Altaïr travels from Masyaf to cities in the Holy Land, specifically JerusalemAcre, and Damascus.
Upon arrival in any of the cities, Altaïr must locate an Assassins' Bureau and discuss his tasks with the Rafiq(an agent of the Brotherhood) there, gaining basic knowledge of his target. From there, it is up to Altaïr to perform additional reconnaissance via eavesdroppinginterrogation, meeting with informants, and gathering important items. It is only after Altaïr has gathered enough information that he can carry out the assassination. After successfully completing an assassination, Altaïr returns to Masyaf to debrief with Al Mualim, and is subsequently rewarded with better equipment, before he is given the names of his next targets.
AC1 Altair Viewpoint Damascus
High vantage points allow the player to map out portions of the city
Between main memories, Desmond must direct Altaïr to high points in the city to further synchronize his surroundings and map out the city that Altaïr is currently located in. Other side memories include tracking and killing Templars, flag collecting, and saving citizens who are being threatened by city guards.
Accompanying this, Altaïr needs to carry out most of his actions without being noticed by officials. The game uses a meter dependent on social stealth to inform the player of how noticeable Altaïr is to surrounding individuals, including the guards, by changing the color and shape of the Abstergo logo; performing certain actions at certain times may or may not raise the local area's awareness level. If an area is on high alert (the logo becomes red, and the entire synchronizationinterface earns a red tinge and background), guards will be always vigilant and citizens will run and scatter in various directions in the event that the guards chase and attempt to bring down Altaïr. To reduce his notoriety, Altaïr must break the guards' line of sight and then find a hiding place, blend in with wandering scholars, or join citizens sitting on benches.
Altair free-run
Altaïr's freerunning abilities allow for greater exploration
To conduct many of the assassinations and various other tasks, Altaïr is capable of both high and low profile commands, both of which affect the alertness level. Low profile commands will allow Altaïr to blend into crowds, hide, and use Altaïr's Hidden Blade to attempt quiet and low profile assassinations. High profile commands increase alertness at a greater level and include free-running, attacking foes, and high profile assassination attempts. In the event that the player finds themself faced with multiple enemies, one can utilize Altaïr's sword-fighting abilities to combat guards.
Health in Assassin's Creed is measured as the level of synchronization between Desmond and Altaïr's memories. Whenever Altaïr is injured, it is experienced as a deviation from the actual memory that occurred and synchronization decreases. If there is complete desynchronization, the current memory that Desmond is experiencing dematerializes and restarts at the last stable checkpoint.
Because Altaïr's memories are rendered by the Animus software, "glitches" may often be experienced with nucleotides and error messages appearing. These glitches can be used to help identify targets and if the player reacts quickly enough, may be used to provide other vantage points during cut-scenes.