Wednesday, October 3, 2012

Call of Duty: Black Ops Declassified Will Not Have Zombies

Via PS Vita Hub:



Nihilistic have confirmed that Call of Duty: Black Ops Declassified will not have a zombie mode, more details inside.........

Call of Duty: Black Ops Declassified multiplayer has constantly been criticised and questioned however the chance of portable zombies kept fans interested in the game. But an IGN post confirms that Call of Duty: Black Ops Declassified on PS Vita will not have a zombies mode:
Unlike the other Black Ops games, Declassified doesn’t have a Zombies mode. 
In replacement of Zombies Black Ops Declassified will have a mode titled "hostiles" your typical “survive as many waves as you can” affair, and a series of campaign-inspired time trials you try to run through as fast as you can while shooting wooden targets (think the training level of Call of Duty: Modern Warfare). Nihilistic thinks both modes serve as great training tools to teach people the ropes of CoD on Vita, though the time trials mode is the most popular internally since it has leader boards.

Also thanks to Elron for the tip.

Let us know your thoughts on lack of Zombies in the comments below!


Source:
http://uk.ign.com/articles/2012/10/03/call-of-duty-black-ops-declassified-be-skeptical?abthid=506c61ca75e45b7d200000c1

Cliff Bleszinski Leaves Epic Games

Via IGN:


"Now that I’m grown up, it’s time for a much needed break."

Cliff Bleszinski, design director known for his creative work on the Gears of War and Unreal Tournament series, has departed Epic Games. In an EpicGames.com blog post, Bleszinski seems to hint he may be leaving the industry outright.
"I’ve been doing this since I was a teenager, and outside of my sabbatical last year, I have been going non-stop. I literally grew up in this business," Bleszinski said. "And now that I’m grown up, it’s time for a much needed break. I will miss the projects, the playtests, the debates, and most importantly, the people."
Epic Games stated, "During the past two decades, Cliff has helped shape many successful games that have captured the imaginations of millions of players around the world. We are grateful for his influence on Epic’s legacy, from the wild adventures Jazz Jackrabbit to the visceral combat of Gears of War."
Bleszinski joins the growing list of Epic departures. Earlier this year, Epic Games' subsidiary People Can Fly saw creative top-bosses depart the company as well. Following that, Epic's director of production Rod Fergusson left Epic to work on BioShock Infinite.
Bleszinski ranked 40 on IGN's Top 100 Game Creators of All Time.
Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.

Monday, October 1, 2012

The Most Impressive Physics Engine You’ve Never Seen

Via IGN:


Talking to the team behind the most amazing video game car crashes ever.

The effects of a real life high-speed collision on a car are catastrophic. In video games, however, things are different. Technical ceilings, licensing hurdles and other factors have long conspired to keep car damage relatively superficial; a pre-canned layer beneath the surface, peeled back gradually whenever the game detects the player should be seeing a few token dents and scratches.
When’s the last time you played a racing game, or perhaps an action game with a driving component, and marvelled at the realism of the crashes? For every one that gets even mildly close there are handfuls more that suffice with the bare minimum of slightly crumpled panels and scuffed paintjobs.
Surely it doesn’t have to be this way? No, it doesn’t.
And earlier this year a small start-up company called BeamNG proved it.
Watching BeamNG’s debut reel is a little like the automotive equivalent of the first time we all saw NaturalMotion’s euphoria engine in action way back in 2006, in that tech trailer of the Indiana Jones game that never came to fruition. Just like euphoria gave us tumbling bodies that look like real tumbling bodies, here were car crashes that looked like real car crashes.
This is soft-body physics.
You may have come across this video before; it chalked up two million views in just three days when BeamNG published it back in March. Perhaps you saw their second video, released in July, or the pair of single crash clips they uploaded just days ago. Or perhaps you’re a Rigs of Rods aficionado, an open-source driving sandbox game loved by fans for its soft-body physics (although they’re not as good as those on display in the videos here).
Where you haven’t seen these amazingly realistic vehicle collisions, however, is in a big budget commercial racing or driving game.
In October 2011 the Rigs of Rods team decided the potential for the sort of soft-body physics on show in their game was too great to ignore. They began work on a new a new physics engine from scratch. It was built upon the same physics concepts, just more refined and optimised.
The BeamNG team illustrate to us in a little more detail why they chose to focus on real time soft-body physics and how they differ from the norm.
Soft-body simulators are way more CPU intensive and do not like tweaks that get them away from physically correct behaviour.
“There are basically two types of physics simulations,” explains the BeamNG team, who’ve asked that their responses be attributed to the entire group rather than individual crewmembers. “Rigid body simulators and soft-body simulators.”
“Rigid body simulators are the dominant physics simulation paradigm as they are less CPU intensive and easier to ‘tweak’ for special behaviours. These systems simulate objects as a ‘whole’, where each different category of an object needs some programmer to code its behaviour. The artist is allowed to tweak some parameters of the programmed behaviour of each object.
“Soft-body simulators are way more CPU intensive and do not like tweaks that get them away from physically correct behaviour. They simulate objects as the sum of their parts where the object’s behaviour is emerging from the behaviour of all its parts. If the programming is clever and correct, the same system can simulate a wide gamut of different object classes.”
So basically, the artist is free to design whatever they wish and the design itself will define the object’s behaviour. The team explains that, due to the freedom that a soft-body simulator provides an artist (because they don't need to find a programmer to code any behaviour of a new type of vehicle), soft-body simulator games tend to foster highly engaged creative communities around them.
[T]he way physics is being done in today's games is too simplistic and artificially touched up.
“The accurate physics and freedom that a soft-body simulator has, as well as the inspirational and creative communities that emerge around them, are what originally attracted us to the field,” continues the BeamNG team.
“In our opinion, the way physics is being done in today's games is too simplistic and artificially touched up. In most games, it has nothing to do with reality anymore and more with ‘appearing’ physically correct. The underlying physics are tuned until the artists are pleased with the results.”
BeamNG assembles its vehicles from around 50 separate parts.
So what’s going on under the hood here? How does it all work? The team explains.
“First, we have only very simple entities that are simulated in our physics core. These are mass points, nodes in our parlance, and the connections in between them, beams. That's it. We do not have one line of code describing how a car should behave.”
We’re told to try and compare the concept to this construction toy. The balls are the mass points and beams are what connect them.
“In addition to the basic node and beam entities we have special entities that simulate more elaborate behaviour. Some examples of these are, hydraulics which are beams with the ability to expand/contract, and engines which are nodes with the ability to create rotational forces.
“So, when you want to simulate a car, you build a frame of nodes and beams, plus hydraulics and engine, that looks like the shape of a car. Similarly when you want to simulate an airplane you build a frame that looks like an airplane. The same applies for all other things that you could think of: bicycles, boats, ragdolls, etcetera.
“The traditional approach to above would require to have specially programmed code for each type of object class... Each of these different object classes would require a person with domain knowledge, car physics, airplane physics, to describe in code the whole object's behaviour.”
Perhaps what seems most stunning is not that a small team of four could put together such fascinating tech in the first place, but that in 2012 there’s still a hole in the industry big enough for them to do so. The game industry pursues realism tenaciously, and yet today’s games still do not feature cars that behave, flex under stress or deform as realistically as this.
The BeamNG team explain that the film effects industry and the motor industry have used this kind of simulation for some time, but their simulators are non real-time and require hours to calculate just one second of action.
“Concerning the game industry, while the whole mass-spring idea initially seems very simple, it's extremely difficult to make it work correctly in real time,” continues the team. “Mass-spring systems have very bad stability, they tend to explode, and are very CPU intensive. Also it is very hard to make them work for stiff materials, metals, in real time.
“Hence the majority of their usage is for calculating ‘soft’ materials like cloth.”
The team also expresses that it’s exceptionally difficult to calculate collisions in real-time for stiff mass-spring systems and keep them stable in the face of extreme collisions.
[I]t is natural that most of a game company’s efforts will be spent on ‘how things look’ rather than ‘how things move’.
“Think of a jet hitting a solid wall at MACH-1,” is their example. If you can't picture it, check out this controlled crash test of an F-4 Phantom hitting a concrete block.
“It requires an enormous amount of knowledge, experience, time and effort to solve all of the above problems efficiently,” they continue. “So it is reasonable for game companies to choose the more direct, proven and good-enough approach of rigid-body for vehicles and soft-body for cloths and other special cases.
“In addition the wide held rule of the gaming industry is that looks are the major selling point for games. So it is natural that most of a game company’s efforts will be spent on ‘how things look’ rather than ‘how things move’.”
Perhaps one of the biggest hurdles going forward, at least for developers of games that rely on real-world vehicles, will be the car manufacturers themselves. It seems like a double standard, factoring in what Hollywood does to cars regularly, but automobile manufacturers have historically been very strict about what they’ll tolerate when it comes to video game damage. We ask the BeamNG team if they would suspect this as a factor in preventing their engine being standard in all car-based video games or will things gradually change?
The BeamNG team suspect that the truth is more complicated and that it mostly has to do with expectation management.
“Concerning Hollywood, they have a preference of depicting extreme car crashes for which the viewer's expectation is that the car should indeed be totalled,” explains the team. “[We] don't think that car companies worry about these scenarios because it is naturally expected for a car in these situations to be totalled to meet with the user experience.”
These traditional damage models are in essence interpolations between predesigned car states.
“In a game, vehicle interactions with the world are not always so extreme as in movies. So if a player scratched a car on a wall and the game wrongly reacted by totalling the car it could create the expectation to the player that the real car would behave the same as the simulated car in the game. The general situation becomes worse due to the artificiality of the traditional game damage models. These traditional damage models are in essence interpolations between predesigned (damaged, undamaged) car states.
“So for a car company to be sure that no such ridiculous situation as the one described above would happen, they would have to go and check all the possible actions and damage reactions of the whole game. This isn't so easy to do exhaustively, so the simple solution for the car companies is to just forbid any car damaging.
“In our physics engine we can simulate realistically enough a Euro-NCAP suitable car, so that it won't be that far from the expected behaviour. On the other hand, if we'll be allowed to have such a car fall from 200 metres is a different story!
“Though at the moment, we are not portraying any licensed cars, so what car companies will allow us to do is currently irrelevant for us.”

PS Vita CFW Leaked - Scene Developer Bids Farewell

Via PSX-Scene:


by
Published on 10-01-2012 09:04 AM
37 Comments Comments
A few days ago I stumbled across the video below. A video claiming a kernel exploit in the PSP emulator of the PS Vita. I was skeptical, due to it been released on youtube, and asked others here if it was indeed true and not another fake. After some investigation I noted some threads regarding this leak been removed at Wololo and judging by the comments on youtube realized this leak was in fact true.

So what does this mean for PS Vita owners? The files released contain not only a user mode exploit but also a kernel exploit and an encrypted PS Vita custom firmware. PSP developer Coldbird felt that the release of a CFW for the Vita would harm the already struggling handheld, therefore adding security measures should a leak occur. Well... the leak has been made and now PS Vita owners have what they wanted. (Although useless in it's current encrypted state) And from yet another dramatic event we loose a respected developer who bids farewell to the scene.


About Coldbird's Urbanix User Mode Exploit & CFW:
This all started 4 months ago, when I discovered the Urbanix user mode exploit and a fitting kernel mode exploit to go along with it... VHBL has always been interesting to me and I wanted to take it a step further, wondering whether a full CFW was possible on Vita.

What shall I say... 3 months later, it was done. A fully working CFW for Vita... but the time wasn't right for a release... so many things were still out of place...

PSX emulation worked, but we didn't have sound, Sony's new console was still having problems getting it's safe spot on the market and - while a whole lot of people think we are pirates, we are the total opposites.

Yes, the CFW could play ISO files, but no - we never supported piracy... and we knew that PSN sales of PSP games would dwindle if this became public.

With Vita still having a more than suboptimal amount of good games to go with it, the PSP PSN sales were what kept the console going... and we didn't wish to harm this very fragile ecosystem.

We knew the time for it to shine wasn't there yet... and we made sure this would stay this way for a while...

We placed a whole bunch of security locks onto the files, so that even if a leak occured from our beta testers, like the one you guys saw a few days ago, no one would be able to use it and Sony's new system would remain secure and tight, unharmed by piracy - which sadly - whether we like it or not... is a negative side effect of the work we do to enable homebrew.

So yes... the leak is real, yes it contains both a user exploit and a kernel exploit... and in fact, a tightly locked - publically unusable - CFW too.

Saturday, September 29, 2012

Sony "Surprised" By PS Vita's Lack Of Developer Support

Via PS Vita Blog:




Shuhei Yoshida reveals that Sony have been surprised with the lack of PS Vita 3rd party support, more details inside..........

"One thing that was surprising and disappointing to us was the [lower] number of third parties to come out [in support] after launch," Yoshida told Gamasutra.

Yoshida suggests that the emergence of numerous gaming platforms - particularly mobile - has spawned a battle for limited developer resources, which impacted Vita support.

"In retrospect, there are so many options for publishers now that we cannot take it for granted that our new platform would be supported by third parties, like [it would've been] many years ago," he said.

"There are limited resources that third party publishers have, and they have to diversify into new areas constantly; that's a challenge to get the support that we want.

"Yoshida says Sony's challenge is define what Vita is and which software works best for it. "As we can expand our install base and articulate what works really well on the platform as compared to others, it will get easier for us to be able get support from third parties," he said.

Let us know your thoughts on 3rd party support in the comments below!


Source:
http://kotaku.com/5947482/sony-was-surprised-how-few-people-wanted-to-make-games-for-vita

Friday, September 28, 2012

Bioware Docs May Have Left Over Negative Fan Reaction

Via IGN:


Former Bioware employee suggests "overwhelming negativity" to Mass Effect 3 and The Old Republic forced the founders out.

An ex-Bioware developer has claimed the negative fan reaction to Mass Effect 3 and Star Wars: The Old Republic led to company founders Greg Zeschuk and Ray Muzyka leaving both Bioware and the games industry.
In an interview with Now Gamer Trent Oster, who worked in senior positions at Bioware from its founding until June 2009, shared that the last time he met up Zeschuk, he was visibly exhausted.
You have to love games and you put your heart into them to create them. To have the fans creating petitions against the work is pretty hard to take.
"The last time I met up with [Greg], I felt his exhaustion,” claimed Oster. "Punch out, eject, get the hell out", was my suggestions to him and it hit closer to the mark than I had realised. I also think the Mass Effect 3 fan reaction and the Old Republic fans' negativity was just too much.
"You have to love games and you put your heart into them to create them. To have the fans creating petitions against the work is pretty hard to take, especially when you've spent the last few years crunching overtime to try and ship a game. It can be hard to shut off the overwhelming negativity the internet spews forth, especially when it has your name or the name of your company in it."
But while he wasn't hugely surprised about Zeschuk deciding to leave as a result, Oster revealed that he never would have guessed Muzyka would depart as well, as he always considered him an "EA lifer."
"Ray surprised me. I had him pegged as an EA lifer," he shared. "My thought was the Ray agenda was to first usurp Frank Gibeau and then later John Riccitiello as CEO.
“I'm sure the internal culture at EA had pinned the Old Republic conversion to free to play as a failure and hung that completely on Ray, so that would have hurt his upward climb. But, I figured he would fight harder. EA upper management must have been even worse than I thought."
Though it originally launched to impressive player numbers, figures for The Old Republic have fallen in recent months and the game is now adopting a free-to-play option from next month. Mass Effect 3, meanwhile, polarised fans of the series with its ending, which eventually led to an alternate one being provided as DLC.
Luke Karmali is IGN's UK Editorial Assistant and lifelong Bioware fan. You too can revel in mediocrity by following him on IGN and on Twitter.

Thursday, September 27, 2012

Ensemble Claims Bungie Tension Over Halo Wars

Via IGN:


Bungie was kind of sore about the idea. What they called it was 'the whoring out of our franchise'.

Halo creators Bungie apparently disapproved of 2009's Halo Wars as it was essentially "the whoring out of [its] franchise", according to the founder of Ensemble Studios.
In an interview with Games Industry, Tony Goodman revealed some of the stresses and tensions that accompanied Ensemble making its final game.
Bungie was kind of sore about the idea. What they called it was 'the whoring out of our franchise' or something.
Apparently the game was never meant to be linked with Halo in any way, but Microsoft forced Master Chief on the project late into the development cycle amid fears that the game wouldn't sell well otherwise.
"Microsoft was pretty risk averse," He said. "They said, 'I don't know if we want to take the risk of creating strategy games on a console. We'd feel better if Halo were attached to it.' The difficult part of that was it took the game back about a year in development, and I think it never quite turned out the same. They just said, 'Why don't you just paint over what you have with Halo stuff?' But things aren't quite that simple."
What was more complicated, however, was the fact that this created a great deal of tension between Bungie, who created the Halo franchise, and Ensemble, who had already put an immense amount of time into the game. Apparently Bungie didn't have the manpower to take on the game itself, but was deeply unhappy with its IP being used by another company and on another genre.
According to Goodman, "Another problem was that Bungie was never up for it... Bungie was kind of sore about the idea. What they called it was 'the whoring out of our franchise' or something. Yeah, that didn't create a great relationship between us and Bungie; they viewed us as someone infringing [on their franchise]."
Ensemble Studios was established in 1995 and created the Age of Empires series of games before being acquired by Microsoft in 2001. It was then used as an internal studio before being closed down after the release of Halo Wars in 2009 and all its upcoming titles were cancelled.