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Showing posts with label ubisoft. Show all posts
Showing posts with label ubisoft. Show all posts

Tuesday, June 8, 2010

Splinter Cell Conviction

Tom Clancy's Splinter Cell: Conviction is the fifth installment in the Splinter Cell video game series released in April 2010. The game was developed by Ubisoft Montreal, developers of Splinter Cell, Splinter Cell: Chaos Theory and the sixth generation versions of Splinter Cell: Double Agent. Key members of the Tom Clancy's Rainbow Six: Vegas team, such as creative director Maxime Béland, also worked on the game. Gameloft released a handheld version of the game for the iPhone OS on May 27, 2010.

Gameplay
Splinter Cell: Conviction introduces a number of new gameplay features to the series, one of which is the "Mark & Execute" feature, which allows the player to mark specific targets, such as enemies or objects, and shoot them when they burst through a door or window. The player can choose to prioritize these targets, so that, for example, he could distract one guard by shooting out a light in his vicinity and then take out another guard. Another new feature is the "Last Known Position", which occurs when the player breaks the line of sight of an alerted guard. This creates a visual silhouette of where the guard thinks Sam is, allowing the player to strategically flank his enemies. Main target subjects can use the player's abilities against them. The player can be taken hostage by the subject in co-op mode; the hostage's partner can neutralize the subject by shooting them or grabbing them off his teammate.

Other new features include the ability to interrogate characters in real-time and use objects in the surrounding environment against them. Several other features, such as blending into crowds, improvising gadgets, and interaction with the environment, were announced, which according to creative director Maxime Béland would have given the game "a lot of Bourne Identity influence", but were scrapped after the development team decided that going in this direction would be taking too much of a risk. The environment is also used to project mission objectives and key plot points onto walls in order to keep the player immersed in the gameplay during the narrative.
One of Ubisoft's stated goals for Conviction was to make the game more accessible. According to Béland, Chaos Theory is "very hardcore", which turned off many players and disillusioned people from the fantasy of being Sam Fisher. Beland contrasted the earlier games in the series with works containing James Bond or Jason Bourne, who "run fast, they don’t make noise, they kill one, two, three or four guys super quickly" and stated that Conviction delivers a similarly dynamic experience with an emphasis on action.
download link:
IDWS:

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Thursday, March 25, 2010

Assassin Creed II

Assassin's Creed II is a third person action-adventure video game developed by Ubisoft Montreal and published by Ubisoft for the PlayStation 3 and Xbox 360 video game consoles, and Microsoft Windows. It is the second video game installment of the Assassin's Creed series and is a direct sequel to the 2007 video game Assassin's Creed. The game was released on video game consoles in November 2009, and released for Windows on 3 March 2010.

The game is set in 2012, with player-controlled protagonist Desmond Miles escaping from Abstergo Industries with an employee, Lucy Stillman, after being forced to relive the genetic memories of ancestral assassin Altaïr ibn La-Ahad through a machine known as the "Animus." After escaping from Abstergo, Desmond enters a device which is more advanced than the Animus and relives the genetic memories of ancestral nobleman Ezio Auditore da Firenze, who lived during the Renaissance period of the late fifteenth century in Italy. The player controls Ezio, who becomes an Assassin after his father and brothers are murdered by a traitor to the Auditore family. While controlling Ezio, the player can explore game renditions of Italian cities, regions and landmarks in open world gameplay. The gameplay is a mixture of action, stealth and platforming.

Assassin's Creed II was met with widespread acclaim, garnering aggregated scores of 91% for the PlayStation 3 and Xbox 360, from review aggregator Metacritic. The game was praised for its stronger emphasis on open-world exploration and interaction, non-linear gameplay and greater mission variety compared to the first Assassin's Creed. The game was also credited with improved non-player character AI and combat mechanics, and its new economic system allowing players to purchase accessories, armor and improved weapons through the course of the game.

Gameplay

Assassin's Creed II takes place in an open world with nonlinear gameplay, allowing the player to roam freely within several regions throughout late fifteenth-century Italy such as Venice, Florence, and the Tuscan countryside. The Animus 2.0, a new version of the machine of the same name present in Assassin's Creed, provides in-game context for changes and additions to several game elements. A database is also available, providing extra historical information about key landmarks, characters and services that the player encounters. The health system has been made more dynamic, with synchronization to the Animus and causing the character to recover only from minor injuries. More grievous injuries require visiting a street-side doctor or use medicine which can be purchased from doctors.

The player may now swim in water, and eagle vision—the ability to identify specific people and landmarks—can now be used in third-person view and while moving. A young Leonardo da Vinci is present in the game, aiding the player by creating new weapons from translated "codex pages" that Altaïr, the original game's main character, left behind for future assassins' analysis and insight. Within the game, the player will be able to use Leonardo's flying machine (based on real-life plans by Leonardo) while on one mission. The player also has the ability to control a carriage on one level, but can row gondolas, as well as ride horses at any point in the game where they are readily available.
he combat system is more complex than that of its predecessor, with the ability to disarm opponents using counter attacks while unarmed. If the player steals an enemy's weapon, it is possible to follow up with an attack that instantly kills. Leonardo da Vinci provides the player with specialized weaponry, such as the hidden dual blades, poison blade and the miniature firearm. Generic swords, cutlasses, maces, axes, spears and daggers can all be purchased from vendors in each city or otherwise looted from corpses. In addition, players are able to purchase artwork for their villa, obtain new armour as the game progresses and even dye Ezio's clothing with a number of different colours. Other equipment includes: larger pouches to carry more throwing knives and medicine. Six additional weapons can be unlocked by connecting a PSP with Assassin's Creed: Bloodlines to the PS3.

The Auditore family's countryside villa acts as Ezio's headquarters, and the surrounding property can be upgraded, drawing income for the player's use. There are several outlets for using currency, with vendors selling items such as medicine, poison, weapons, repairs, upgrades, paintings and colored dyes for changing the color of Ezio's outfit. When these shops are renovated, Ezio receives discounts at the shops on the goods they sell.

There is now a broader array of methods for hiding or blending in the area. One can dive underwater to break the guards' line of sight, and blending may be performed with any group of people, rather than only a specific type, as in the first Assassin's Creed.The game features a notoriety system, with Ezio becoming more recognizable depending on his behavior, location, and current mission. This infamy can be reduced with bribery, removing wanted posters, or assassinating corrupt officials. A day and night cycle has been added to the game, giving the game more of a sense of time, in addition to setting missions and events at certain times of the day. There are many ways to interact with non-player characters, with some NPCs available for hire, to serve as a distraction, or to fight alongside the player. Money thrown to the ground may also serve as a distraction. There are also several types of enemies, some more agile or stronger than others.

The missions in the game now have an expanded variety, with different structuring. For example, a mission may have the objective to escort someone, but may change to a chase and assassination. Investigation is less explicit, and instead missions may follow people and/or a narrative. There are roughly 200 missions in this game; about half are part of the main storyline, while the rest are side quests. Cities also contain hidden locations such as catacombs and caves, the design of which have been compared, by the developers, to the Prince of Persia series, where the objective is to navigate the area. Exploring these locations eventually rewards the player with an Assassin's symbol, six of which allow the player to unlock the armor of Altaïr.

Like Assassin's Creed, characters based on historical figures are present in the game including Leonardo da Vinci, Niccolò Machiavelli, Caterina Sforza, Lorenzo de' Medici, the Pazzi Family, and Pope Alexander VI.

Locations in the game include the Tuscany region (Florence, Monteriggioni and San Gimignano), the Apennine Mountains, the Romagna region (Forlì), Venice and Rome. Specific landmarks include St Mark's Basilica,the Grand Canal, the Little Canal, the Rialto Bridge,Santa Maria del Fiore, the Sistine Chapel, Santa Croce, Palazzo Vecchio, Ponte Vecchio, and Santa Maria Novella.

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Thursday, February 4, 2010

James Cameron's Avatar: The Game

James Cameron's Avatar: The Game is 2009 third-person action video game based on James Cameron's film of the same name. The title was developed by Ubisoft Montreal and was released on the PlayStation 3, Xbox 360, PC, Wii and Nintendo DS on December 1, 2009, with a PSP version released later on December 8, 2009.It was announced by Ubisoft that it will be using the same technology as the film to be displayed in stereoscopic 3D.In a Nintendo Power interview, it was stated that the Wii version will use Ubisoft's Jade engine.
Premise

The video game is set on Pandora, an alien planet moon featured in the motion picture, apparently set two years before the film takes place. The game includes the Na'vi, Pandora's indigenous people and other life forms. The player controls a marine named Lance Corporal Able Ryder. Soon into the game the player decides to play the RDA'S army known as the Secops or Na'vi. If the player decides to join the Na'vi, the game becomes a third person adventure, and your human body is unplayable. If the player chooses to side with the Secops, the game remains a third person shooter, and your avatar is unplayable. Both types of characters are equipped with their own particular weapons and abilities, with many other weapons and abilities unlockable as the player gains experience (XP) during the game. On the Xbox 360 version there is an achievement called 'play the creator'.This is worth 200 g this can be completed by playing the creator in a online death match.

The iPhone version of the game follows a somewhat different storyline than the console games. In this version, the player controls a marine named Ryan Lorenz who has joined the avatar program. After getting separated from his group, he finds himself lost in the Pandoran jungle. He gains the trust of the Na'vi after restoring one of their sacred sights, and becomes a warrior for the Na'vi tribe, fighting against the human soldiers and AMP suits. He completes many tasks for the Na'vi, and eventually ends up saving Neytiri's sister from a military stronghold. At the end of the game, Ryan Lorenz goes to the Tree of Souls where a final battle takes place. Upon winning the battle, the playable portion of the game ends. In post-game cutscenes, a war of all the Na'vi against the humans is about to take place with Ryan Lorenz as the leader. Another cutscene then takes place, showing Ryan Lorenz's human body connected to the avatar uplink system. In this cutscene, a military official is arguing with a doctor about the loyalty of Ryan Lorenz. After a short dialogue, the military official points a high powered rifle at the head of Ryal Lorenz's human body. The scene fades out and a gunshot is heard, presumably killing both the human and avatar bodies of Ryan Lorenz.

Development

On July 24, 2007, it was announced that Ubisoft would be developing Avatar: The Game in conjunction with director James Cameron as he films Avatar. According to Cameron, "For the movie Avatar we are creating a world rich in character, detail, conflict and cultural depth. It has the raw material for a game that the more demanding gamers of today will want to get their hands on - one that is rich in visuals and ideas, and challenging in play." While Sigourney Weaver, Michelle Rodriguez, and Stephen Lang do voice their characters, Sam Worthington and Zoe Saldana, leading roles in the film, are not featured. The game will be a different adaptation of the movie of the same name. The developers had carte blanche from the movie.

On August 27, 2009, MovieScore Magazine reported that composer Chance Thomas had been hired to write the music for Avatar: The Game.It is unclear whether the score will contain some of the musical themes composed by James Horner for the movie.

3D capabilities

According to Luc Duchaine, the game's senior international brand manager, the game will require an HDMI video connection, and a 120 Hz capable display in order to avail of the 3D effects.However, the following can be found on the Official Stereoscopic FAQ of the official forums: "Avatar: The Game has the option of outputting in most standard stereoscopic 3D formats, but a TV or monitor that is “3D-enabled” is necessary to decode and display the game in stereoscopic 3D."The release of the PC demo has confirmed the PC version of the game supports 3D capabilities as well.

According to Neil Schneider, executive director of the S-3D Gaming Alliance,NVIDIA has developed a proprietary method for NVIDIA's GeForce 3D Vision that allows left and right images to be passed directly from the game engine to the PC display. Up until Avatar, this was a limitation criticized by the gaming industry because they were forced to use NVIDIA's stereoscopic 3D driver when they would prefer to have full control of the S-3D gaming experience. Alternate solutions like iZ3D monitors, interlaced displays, dual output projectors and 3D Checkerboard DLP do not require this enhancement because game developers have full output control.

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Silent Hunter III

Silent Hunter III is a submarine simulation developed by Ubisoft Romania and published by Ubisoft. It was released for the PC on March 15, 2005. Like Silent Hunter II, it places the player in command of a German U-Boat during World War II and the Second Battle of the Atlantic. It sought to address many of the complaints leveled against its predecessor, specifically the lack of a dynamic campaign.

Gameplay features

Silent Hunter III features a fully dynamic campaign. Instead of giving the player a specific set of objectives for each mission, Silent Hunter III simply assigns the player a certain patrol grid, and appropriate naval traffic, such as convoys, destroyer escorts, and task forces are automatically generated by the simulation engine. How the mission proceeds and what targets are attacked is left totally up to the player. In addition to being a more accurate representation of WWII U-Boat warfare, the dynamic campaign significant improve the game's replay value, as the campaign plays out differently each time.

A stated goal of the developer was to fully immerse the player. The game featured a fully 3D U-Boat control room, allowing the player the freedom to move about the interior of the submarine. Unlike other submarine simulations, where the crew is often heard but not seen, Silent Hunter III allows the player to see and interact with crewmembers. The game also tracks the stats of individual crewmembers, such as rank, experience, morale, and decorations, between missions.

In addition, the game provides ten historical single-player missions. These include saving the Bismarck, sinking the Royal Oak in Scapa Flow, attacking a task force as the first Type XXI U-boat, and passing through the Straits of Gibraltar (in a nod to Das Boot, the player commands U-96 in the Gibraltar mission).

Players can upgrade their U-boat's anti-aircraft gun(s), deck gun, diesel engines, batteries, radar, and sonar, and install special features such as a radar detector and anti-radar and -sonar coatings. Many different enemy vessels and aircraft are included.

While the dynamic campaign goes a long way to addressing the criticisms of the former Silent Hunter title, some gameplay issues still remain such as destroyers/escorts depth-charging at slow speeds, which in real life would normally result in critical damage to the destroyer. The Starforce copyright protection used for Silent Hunter III has also been criticized for installing incompatible device drivers.

Playable U-boats

The stock version of the game (often referred to as "vanilla SH3" by players) includes the following playable U-boats. The player enters the war with only a limited choice of U-boats if they choose to start in 1939. However, the types of U-boat available to the player can vary greatly depending on the year during which the player wants to start their career in. To transfer to another U-boat, the player has to spend "renown" (points awarded to the player every time a patrol is completed). U-boat costs can vary from 500 to 30,000 points depending on the type of U-boat chosen.

* Type II A & D Variants
* Type VII B, C, C/41 & C/42 Variants
* Type IX B, C, C/40 & D2 Variants
* Type XXI

Awards, Qualifications, and Promotions

Throughout a player's career, it is possible to obtain promotions, awards, and qualifications, both for the player and members of the U-Boat crew. U-Boat crew members can be "enlisted" and "dismissed" at will, meaning that, decorated sailors can be rotated out with "green sailors" with no decorations or qualifications. Crew members can also be enlisted at any rank, although any new crew member who joins will have no awards and only officers may be recruited with pre-existing qualifications (enlisted sailors must earn their qualifications underway on the U-Boat).

Crew members can also be promoted based on combat experience. The various ranks listed in the game begin with basic sailors, followed by "Warrant Officers" (in reality Chief Petty Officers), and then officer ranks. A midshipman rank also exists, which is viewed in the game simply as another officer position. The various game ranks for enlisted sailors (as well as their real world Kriegsmarine equivalents) are:

* Seaman (Matrosengefreiter)
* Able Seaman (Matrosenobergefreiter)
* Veteran Seaman (Matrosenhauptgefreiter)
* Warrant Officer (Matrosenoberfeldwebel)
* Senior Warrant Officer (Matrosenhauptfeldwebel)
* Chief Warrant Officer (Matrosenstabsfeldwebel)

Although the lower sailor ranks are referred to in the game as "Seaman", the game figures in fact wear the rank of Petty Officer; there are no actually seaman characters available (the rank of Matrose) nor is there a rank of basic Chief Petty Officer (Matrosenfeldwebel) since the warrant officer figures begin with a one pip shoulder strap insignia. It is also not possible to promote sailors between the various "castes", such as advancing a seaman to warrant officer or commissioning a warrant officer as an officer.

Available officer ranks are:

* Sub-Lieutenant (Oberfahnrich)
* Lieutenant, Jr. (Leutnant)
* Lieutenant, Sr. (Oberleutnant)

Midshipman rank is shown as a silver cord with two pips; lower midshipman grades are not used in the game.

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Monday, April 6, 2009

OnLive games service 'will work'

OnLive screenshot

The founder of online streaming games firm OnLive has defended the technology underpinning the service after accusations it was unworkable.

Steve Perlman said critics had not even used the system.

OnLive turns games into video data sent across the net to a hardware add-on, or software plug-in, which decompresses the data back into video.

The firm says a revolutionary video compression algorithm and custom silicon makes it possible.

OnLive has been in development for the last seven years and has signed up content partners, including EA, Ubisoft, Take2, Eidos, Atari, Codemasters, Epic and THQ

The subscription service will feature games such as Burnout, Fear 2, Tomb Raider: Underworld and Crysis: Warhead.

We are not doing video encoding in the conventional sense
Steve Perlman, OnLive

Mr Perlman, who led the early developments into video streaming service QuickTime while at Apple, told BBC News: "We have nine of the largest game publishers in world signed up.

"They have spent several years in some cases actually going and reviewing our technology before allowing us to associate with their company names and allowing us to have access to their first-tier franchises."

The service has raised eyebrows in some quarters given the difficulties of encoding High Definition video in near real time at servers in data centres, and streaming it over the open internet to a user.

Delivering real-time streaming game play is seen by some as an insurmountable problem, even before factoring in the necessity of sending back telemetry from a game controller across the net to the data centre.

"We are not doing video encoding in the conventional sense," explained Mr Perlman, dismissing an article in gaming website Eurogamer that said the service was unworkable.

"It's a very ignorant article," said Mr Perlman, who said Eurogamer had conflated issues of frame rate and latency.

"They are independent factors," he said.

OnLive has said it has created a video compression algorithm designed specifically for video games that can encode and compress video into data in about one millisecond.

OnLive screen shot

A custom-built silicon chip designed by OnLive does the actual encoding calculations at the server end, as well as the decompression at the gamer end, inside a cheap hardware add-on.

Mr Perlman said it had taken "tens of thousand" of man hours to develop the algorithm.

He said: "First of all it was a postage stamp size screen with no latency over the internet. It looked like the silliest kind of game because the screen size was smaller than a cell phone but nonetheless there was no lag.

"We were running Quake actually - or micro quake as we called it. It was very unimpressive to anyone apart from an engineer."

The algorithm is not perfect. You will sometimes see little artefacts on the screen
Steve Perlman, OnLive

After years spent refining the technology OnLive has said it was able to make the video window bigger and bigger until achieving a resolution of 1280 by 720 at 60 frames per second.

Technologists contacted by BBC News said that that level and speed of video encoding would not be "beyond the bounds of credibility" but would require custom hardware.

The algorithm was developed on dual quad core Xeon processors, which cost thousands of pounds, but OnLive have said they have distilled it down so it can run on a custom chip which costs "under 20 bucks to make".

Mr Perlman said the chip was "high performance for video compression", running at less than 100Mhz clock speed and drawing about two watts of power.

"We can make millions of these things. Because of the economy there is plenty of excess capacity in fabrication plants."

Mr Perlman said OnLive had already ordered a "very large batch".

He said the OnLive experience was almost as good as sitting in front of a console and playing a game.

"The algorithm is not perfect. You will sometimes see little artefacts on the screen. Video compression is part science and part art.

Net imperfections

"Every time you present new material to it, you will see something it does not compress so well. We note those and correct the algorithm."

Mr Perlman said the algorithm had been designed with the imperfections of the internet in mind.

"Rather than fighting against the internet... and dropped, delayed or out of order packets we designed an algorithm that deals with these characteristics.

"Every compression algorithm leaves something out. It's about figuring out what kind of stuff you drop out."

OnLive said a broadband connection of 5Mbps will be fast enough for high definition gaming, while 1.5Mbps will be sufficient for standard definition.

At those speeds and with a data centre no further than 1,000 miles away for any gamer in the US the inevitable latency of the net as data has to physically travel across the network is within tolerable limits, said Mr Perlman.

OnLive screenshot
The MicroConsole connects the TV to the internet

OnLive currently has two data centres in the US running a beta version of the service. In order to minimise lag across when the commercial service goes live at the end of 2009 the company has said it will need five data centres around the country.

"The round trip latency from pushing a button on a controller and it going up to the server and back down, and you seeing something change on screen should be less than 80 milliseconds.

"We usually see something between 35 and 40 milliseconds."

The games themselves will be running on "off the shelf motherboards" at the data centres.

The company has calculated that each server will be dealing with about 10 different gamers, because of the varying demands games have on hardware.

"Most games run fine on dual core processors. What you really want is a high performance graphics processor unit," said Mr Perlman.

He said that while work continued on refining the algorithm the bulk of the technical work had been completed.

A wider beta test begins this summer and feedback from the testing will be used to refine the service.


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