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Worst Game Trailers Of All Time: The Top 10

Posted by admin on lunes, 12 de diciembre de 2011 , under , , |



Worst Game Trailers Of All Time: The Top 10

Worst game trailers of all time? To watch here, now? Yes, it’s a good half hour of pure, awful joy…



 
10. Lucent Heart Dating

Lucent Heart Dating MMORPG Trailer [Preview] 


Worst game trailer? What is it? What does it mean? Truth be told, we don’t know. All we can be certain of is that the louder you turn up the music, the better – ahem! – we mean the worse (of course we mean worse) this becomes. Belt it out and dance along. In fact… don’t.




9. Ribbit King Plus – Frolf Dance

Ribbit King Plus – Frolf Dance  Frolf Dance
Worst game trailer? Well, can you do the Frolf Dance exactly as you see it on screen? Does anyone care? No, in both instances. This trailer is truly awful, but it is from one of the best games of all time, and by that we mean worst games of all time. Which means best.

Worst game trailer? Well, can you do the Frolf Dance exactly as you see it on screen? Does anyone care? No, in both instances. This trailer is truly awful, but it is from one of the best games of all time, and by that we mean worst games of all time. Which means best.


8. Final Fantasy XIII – My Hands (Leona Lewis)

Machinima Game Trailer...: Final Fantasy XIII International X10 Trailer [HD] 


Worst game trailer? Okay, look, Final Fantasy XIII wasn’t a bad game. In fact, we’d even go as far as to say that we loved it. But this isn’t about bad games, this is about bad trailers, and this saccharine anti-masterpiece makes us so sick, each time we watch it we puke our own skulls right out of our heads.


7. Operation Darkness

Operation:Darkness Trailer


Worst game trailer? We’re watching an anime character reminiscing the horrors of World War II. What a tragically perfect, beautiful and thought-provoking way to honour those who died in the conflict. But wait! We can throw fireballs and… some of these Nazis are werewolves, while others just have incomprehensibly enormous jugs. Man, those history book had it so wrong.


6. Call Of Duty: Modern Warfare 3 (Debut trailer)

Call of Duty: Modern Warfare 3 Reveal Trailer
Play MW3 MP first, compete in the $1 Million tournament sponsored by Xbox 360, incredible live events, Sept. 2nd & 3rd in LA.
For more info click here: http://www.callofduty.com/xp




Worst game trailer? Controversial? To some, but no good list passes up on an opportunity to rip into the world’s biggest franchise. Why should it? It’s a big boy. It can take it. What we specifically hate about this trailer is the laziness. It seems all you have to do is stick a horn sound over something – one that rhythmically goes bleeeeeugh! – and then cut between bleeeeeugh! lots of shit blowing up bleeeeeugh! and people abseiling down the bleeeeeugh! side of a bleeeeeugh!


5. F.E.A.R. 3 (Point Man)

F.E.A.R. 3 Trailer - Point Man



Worst game trailer? You’re a brave developer/publisher if you ditch both your game engine and your company’s talent for CG in favour of live action. You no longer stand shoulder to shoulder with other CG game trailers, but face to pubic hair with the Hollywood film industry. Is your trailer as accomplished as that of the latest Bourne movie? If you only have the budget for a Jesus impersonator to run around a building site with a rubber gun, it was probably best to stick with the CG.


4. Champion Jockey G1 Jockey and Gallop Racer

New: Champion Jockey G1 Jockey and Gallop Racer trailer - PS3 X360 Wii 
Champion Jockey uses the motion control functionality of the Kinect, PlayStation Move and Wii Remote to simulate the jockey experience with a high degree of accuracy and gameplay potential. Players will learn how to use the horse's reins and whip as well shifting their body-weight to ride their thorough-bred to victory. In addition to controlling their horse, players must understand its unique rhythm, potential, stamina and preferred racing style to truly master the game



Worst game trailer? When his wife saw this, she left him; this is the exact same face he wore during you know what, and she suddenly realised that he wasn’t actually enjoying himself as she’d always thought. He was just pretending. This right here sums up beautifully why we think motion control is a big, fat waste of time.


3. Halo 4 (Debut Trailer)

Halo 4 E3 2011 Debut Trailer [HD]
Halo 4 E3 2011 Debut Trailer [HD]
Developer: 343 Industries
Release: TBA
Genre: FPS
Platform: X360




Worst game trailer? What? What’s this? An Xbox 360-only magazine moaning about the Halo 4 trailer? Damn right. This is the epitome of awful. When you first hit play, you’re thinking, ‘Hey, there’s 1:41 of this, must be good,” then there’s 11 seconds of age gate warnings, followed by another 39 seconds or so of an orange blobby thing that has nothing to do with anything.

Master Chief’s ship is on fire, so he rocket-pack’s his way to the blown-open part at the front. Then, seeing that whatever blew his ship’s nose off is clearly nowhere to be seen, he does what? That’s right; he readies his pistol. Of course. What else would you do when standing in space? But, by far the worst thing about this trailer for us is that people actually got excited about it. About what? No… really. About what? Nothing happened. If you believe something did happen in this trailer do let us know in the comments below, but to be honest, we’re convinced it’s a figment of everyone’s imagination.


2. Duke Nukem Trilogy

Official Duke Nukem: Critical Mass Trailer!!!



Worst game trailer? Now, a lot of people think this trailer is a joke. A tongue-in-cheek masterpiece designed to make the knowing, noddin, intelligencia engage in a masterful round of onanism. Aren’t we clever, because we get it? We get the irony and look at all those fools out there who think this is awful. It’s genius!


Bzzzt! Wrong. This trailer was made to play on loop in the Duke Nukem booth at E3 2008. It has no irony. It may be funny because, hey, it’s bad, but tongues were very far from cheeks when this was made. Glad we have that one cleared up.

1. Wolf Quest

Wolf Quest
Teach your kids how to be a wolf with this MMO designed to educate children what it's like to be part of a pack.


Worst game trailer? I smell Elk! Clearly, this is one of the worst games ever made. Sure, it looks like a fairly stupid simulation of wolf life, but dig beneath that stupid veneer and you’ll find a whole new level of stupid, untouched by the hands of those not stupid enough to appreciate it. And it’s boring. There’s literally not one activity here that looks the remotest bit fun, and if you look very carefully, you can see the subtle looks on the faces of the not-very-good child actors they’ve roped in to pretend to enjoy it; they’re holding back a geyser of vomit.



Got kids? Then check out our guide to the best Kinect kids games for this Christmas.

Looking for a gift for a gamer this Christmas? Check out our gifts for gamers guide.

If you liked this article, there’s plenty more where that came from. You can download the latest issue of 360 Magazine (also available in all good newsagents) through iTunes to your iPad or iPhone for just £1.99 per issue. Bargain! Or go here for the United States iTunes store version.







Article,photographs and video taken entirely from the web 360 MAGAZINE
Videos// Youtube 
Images: Google

How BioShock Infinite will be prescient – interview with Ken Levine

Posted by admin on sábado, 3 de diciembre de 2011 , under , , , , |



How BioShock Infinite will be prescient – interview with Ken Levine

The game's creative director and head writer, Ken Levine, explains the philosophy and politics behind this shooter




Ken Levine: 'BioShock Infinite is a story that’s much more dynamic'

It's a strange sensation, preparing for an interview with Ken Levine. Whereas most interviews with developers in the gaming industry usually revolve around game mechanics and technological innovations, the questions aimed at Irrational's creative director usually involve the story for his new game BioShock Infinite. Levine's last game, you see, used high-end literature as source material and immersed players in a world that posed political, philosophical and social questions, while bombarding the player with bullets and boss battles.

BioShock, was one of the best games in the year it was released. In it players took on the role of the only survivor of a plane crash in the middle of the Atlantic Ocean who found himself transported to the undersea city of Rapture. There, they found a society founded on the Objectivist worldview of an industrialist named Andrew Ryan, which had torn itself apart through addiction and madness. BioShock's story was based on Ayn Rand's novel, Atlas Shrugged, but it drew on her philosophies for a lot of its narrative thrust and built a convincing argument against them. In this commentator's opinion, it's the best story told in gaming in the last decade.

Levine's newest project, BioShock Infinite has already started tongues wagging in the gaming community. It's the story of an ex-Pinkerton detective named Booker DeWitt and his quest to save a mysterious woman named Elizabeth in a floating city called Columbia. Built as a monument to American superior know-how, Columbia is a city at war with itself, with the left-leaning Vox Populi group squaring off against the nationalist Founder faction. DeWitt and Elizabeth are caught between the two in their attempts to escape the city, as well as the attentions of a terrifying beast called Song Bird.

It all sounds impressively tantalising, but as Levine points out, BioShock Infinite's story isn't the only aspect of his game that is bursting with ideas.

How close to conclusion is BioShock Infinite's development cycle?
All we've said so far is that it's coming out next year.

So you can't tell us whether it's been topped and tailed in terms of its plot or its gameplay?
(Laughs) No, no, no! We're deep into it, is what I'll say. Very, very deep into it.

So when did the ideas and the creative sessions for BioShock Infinite start percolating?
Basically around February of 2008. We really struggled for about six months after BioShock to figure out what was next for us as a company. We prototyped a few things and we weren't very happy with a lot of things that we were working on. It was sort of unintuitive to take BioShock and do something really different with it, although that's the most natural thing people think about when they think about a sequel. Once we had the idea for it we became incredibly excited and started running with it.

The first thing we came up with was the time period. Then everything followed that – the city in the sky came soon after and then much, much later came the concept of Columbia and the conception of American exceptionalism.

When we started, a lot of the artists on the game were reading a book called The Devil in the White City by Erik Larson, which is about the building of the 1893 World Fair in Chicago. They turned me on to that and we became really drawn to that period. I felt that book did a really great job of giving a feel for what was happening in the USA at the time and we drew a lot of inspiration from that.



You said in an interview that BioShock is the story of Andrew Ryan, a man who asks, "is a man not entitled to the sweat from his brow". Is there a similar character or central belief system you would say that dominates BioShock Infinite in the same way?

You know, there are several characters that exert a massive influence on BioShock Infinite. There's Comstock, who is the leader of the Founders, and Daisy Fitzroy, who is the leader of the Vox Populi rebel movement in the city. We haven't said too much about those two characters yet, though, I think primarily, because a lot of that space is filled up by Booker and Elizabeth. [In BioShock] we didn't have a character who had a personality or spoke and he certainly didn't have someone walking with him with a driving narrative.

In Infinite, Booker and Elizabeth are trapped between larger forces. But more than that, they're the catalyst for the growth of the conflict that happens in Columbia. In BioShock, when the player arrives, the party's already over and you're looking at the remnants. In Columbia, it's fairly stable when you arrive. It has a lot of underlying problems that are very easily brought to the surface; you saving Elizabeth from captivity acts as the catalyst that sets everything in motion and causes a lot of the conflict in the city. When the player arrives, the Vox Populi are just a rag-tag band of people and it's your and Elizabeth's actions that put them in a position where they can take on the Founders.

Can we go in to any further detail on that?
(Laughs) No, but the really important thing here is that BioShock Infinite is a story that's much more dynamic. As you take action you'll see the changes that Booker and Elizabeth bring to the world.

There was a hint of that in the demo at E3. As Elizabeth and Booker were walking around Columbia, the Vox Populi were attacking people, and a couple of them hurled insults at the player. Are you saying that if you attack one of them you can strange the structure of a level somewhat?
Look, there's content on that level and some of that content would change obviously. There's a part where one of the Vox Populi pushes a guy down the stairs. If you put a bullet in him before that happens, that part would change. The guy won't get pushed down the stairs and you'll end up in a fight with some other members of the Vox Populi.

There's also moment where one guy squares up to you and threatens Elizabeth [in the same level] and you put your gun on him and he gives you the finger and walks off. Brilliant voice actor, by the way, who plays that part. It was me!

Really? It didn't sound like you.
Yeah. They modified my voice.




That would be your Hitchcock moment then?
That's right! I always make one small appearance.
Anyway, you never know exactly how things are going to go in the game. There are a lot of characters in the game that you'll have to walk the line with. They might not be attacking you immediately, but you might be getting set up for something really bad.

You won't always know how to react to characters in your environment and I think that's a pretty interesting dynamic that you don't see a lot in shooters. Usually, in shooters, you see someone and you shoot them before they shoot you.

It's a dynamic we had in BioShock to some degree with the Big Daddys and Little Sisters. We wanted a scenario where the player would go "okay, how do I approach this?" There's a bit of education you need for that. When we were working on BioShock, the first people we gave a controller to acted the same way any gamer would act when they first saw a Big Daddy in a game: they started shooting at it. We had to very carefully make clear that wasn't the best way to deal with a Big Daddy; the gameplay was all about setting up for that big fight rather than just going in guns blazing.

We had to educate people a lot, which is counter-intuitive to the real world because, for example, you don't have to educate people in the real world not to shoot their neighbours … generally. You'd hope. But there are some things that are intuitive in games that are counter-intuitive in real life and vice versa.

So do you think a lot of the heavy lifting in BioShock Infinite with regards to that aspect has been done by BioShock?
No. I don't think you can ever assume that. People forget; they're not seeing a Big Daddy in the new game so they won't immediately make that connection. I think for some of the hardcore fans – if they're really tuned in to what we're doing with the previews – maybe that would be true. But as a developer you can never count on that.

American hegemony is a driving theme in BioShock Infinite. Is there much of an overlap with that and the objectivism that informed the world in BioShock?
I don't think I agree with that. Objectivism wasn't necessarily attached to the United States in any particular way except that Ayn Rand happened to live there and it matched, as close as it could at the time, her principles and her philosophy. She was very unhappy with a lot of things, though – the New Deal for example is something she found utterly repulsive.

I think all philosophies, when they're taken to an extreme and are embraced by people who have shut out reality because it contradicts their beliefs, pose a very significant threat. It becomes a case where you're not sure who's running the show here. Is it the philosophy or the world? You see it in a lot of systems. Take the Stalinist system, for example: when reality didn't contort to fit with a worldview, that meant reality had to change. People had to be taken out of pictures and history rewritten to block them out completely.

In some ways BioShock Infinite seems weirdly prescient. The Founders almost sound like the Tea Party politicians in the States with the Vox Populi taking the part of the Occupy movement.
I think as a very amateur student of history, though, you understand that these sorts of movements are very common. There have been dozens and dozens of these kinds of movements over the course of history. I mean, look at the turn of the century. In 1894, anarchists assassinated a French president. The US president McKinley was assassinated in 1901. In 1900 the Italian king was assassinated. Then, of course, you have Archduke Ferdinand assassinated in 1914 and we all know what happened after that.

You have these movements throughout history like the hard left Baader-Meinhof group or extreme nationalist like the John Birch Society or the Know Nothings in the 1800s. You have nationalist verses internationalist as a theme come up over and over again and I'm not surprise, given the current economic climate, that it's happening again now. Hopefully it won't get as extreme as what happens in Infinite. But the roots are there in any sort of crisis where people try to express their anger at a situation.

Given that the driving force behind Columbia in BioShock Infinite is American nationalism, how would a faction like the Vox Populi rise up? Wouldn't they have been ultra-nationalists to begin with?

Well, generally, when you have a push towards one extreme, that's going to have an affect on people that aren't part of that extreme. You'll create a situation where there are affluent native-borns who will start saying that they're what you have to be to have a real place in society. Naturally, those people who aren't like that will start getting frustrated.

In Columbia, when you arrive, a lot of those seeds are there. Booker and Elizabeth accelerate the conflict with their actions. I'm not going to go into too much detail about that, though. But take a look at one example in the form of the Baader-Meinhof group in Germany. That started off as a student protest against the Shah of Iran visiting West Berlin where one of the students was killed by the authorities. Then the students reacted, then the government reacted and one reaction provokes another and suddenly everyone's initial positions have become obscured. It almost becomes like a pendulum affect.




Did you plan BioShock Infinite and BioShock to be a way to examine the flaws in belief systems and political movements?
I think we're really fascinated by unintended consequences and good intentions that go haywire. You see that on a small scale in the demo where she tries to use her powers to revive a horse the results are catastrophic. Even the best intentions can have horrible results. I think that's a key theme in the franchise really.

Andrew Ryan had this great idea right? A man's entitled to the sweat from his brow – who would argue with that? But then you take that idea and extend it and you wind up in Rapture. What I tried to do, having read Ayn Rand, was to create Galt's Gulch and stick real people in it. Rand populated Galt's Gulch with perfect people.

Of course they all got on and their philosophy worked perfectly because only one person was setting the rules – her! I wanted to look at a scenario where nature set the rules and people's personalities set the rules and I think in that instance, you'd end up with something that looks more like Rapture. The more utopian you get and the more you follow a particular ideology, which can't bend to reality, the more fragile a social system becomes.

So are your games an indictment of dogmatically held beliefs?
I wouldn't say they're an indictment. I think BioShock and BioShock Infinite are more a reflection of my own ambivalence about people's certainties. I don't feel very certain about a lot of things – particularly in the political spectrum. The older I get the less I know and the less certainty I have. I think these characters such as Booker and Elizabeth and even Jack in the first BioShock are avatars of my own certainty in that they're people who are stuck in the middle of these very rigid elements and they become crushed. They can't really turn to either side and they don't really have a place in those systems.

And yet they have the biggest impact on the worlds they are thrust into.
Well, I think the people who have the biggest impact in societies are people who have the most flexibility.
The very nature of science, for example, is flexibility – it's the data that drives you. I think that's why science has had such an impact socially over the last 200 years – by that I mean the scientific method, which welcomes uncertainty and welcomes the unknown.

The scientific method is a way of structuring uncertainty in a way that makes it more palatable and understandable. You're telling people something quite counter-intuitive. It's okay to not know. It's better not to know than to think you do know and you're wrong. That's why the scientific method is, way more than any particular discovery in science, the most important scientific discovery because it gave the framework on how to pursue questions.

Take that away and everything collapses.


**ARTICULO PATROCINADO**



Video// You tube
Article,photographs and video taken entirely from the web

El futuro de los juegos se encuentra en la nube

Posted by admin on viernes, 2 de diciembre de 2011 , under , , , , |



 El futuro de los juegos se encuentra en la nube
 Videojuegos a través de internet




Mientras que Microsoft se mantiene ocupado trabajado en títulos para el Xbox 360, también trabaja con la mirada posicionada en el futuro.

De acuerdo con Brian Price, empleador del servicio de nube en Microsoft, el futuro de los videojuegos se asemeja mucho a los servicios que actualmente ofrecen OnLive y Giakai.

Estos servicios se encargan de ofrecer videojuegos a través de tu conexión de internet. Actualmente se encuentran trabajando pero según las palabras de Brian, enfrentan muchos problemas por limitaciones en el presente.

El problema que se encuentra actualmente entre los videojuegos por internet, es la velocidad de conexión de los usuarios. Además, OnLive solamente se concentra en presentar los mejores juegos de PC, dejando a un lado a muchas compañías desarrolladoras.

Brian Price piensa que este servicio aún se encuentra muy lejos de los videojuegos y actualmente se encuentra trabajando para traer el servicio de la nube al Xbox 360.

Dijo, “Verán cosas en la plataforma Xbox que trabajan específicamente con la nube. Estoy trabajando en ellos; es muy emocionante, pero no puedo decirles nada o sería despedido”.
Microsoft ya ha dado a conocer que la siguiente actualización del Xbox 360 hará uso del servicio de la nube para guardar los archivos de avance, una característica que el PlayStation 3 ya ha implementado.







Contenido integro de este artículo, fotografías y videos extraídos íntegramente de la Web:http://videojuegos.univision.com

La nueva actualización de Xbox Live llegará el 6 de diciembre

Posted by admin on jueves, 1 de diciembre de 2011 , under , , , |



La nueva actualización de Xbox Live llegará el 6 de diciembre

Plataforma: Xbox 360 / Xbox Live














Microsoft nos confirma que, a partir del 6 de diciembre, los usuarios de
Xbox 360 podrán disfrutar ya de la esperada nueva actualización de Xbox LIVE,
gratuita para todos los poseedores de la consola. Esta actualización incorpora
un nuevo diseño de la interfaz de usuario, control por voz con Kinect y
el primer grupo de las nuevas aplicaciones de entretenimiento.

Además,
a partir del 6 de diciembre nuevos contenidos de entretenimiento
llegarán a la consola de Microsoft, con la inclusión de proveedores líderes
del mundo en el sector del entretenimiento y de la televisión, que comenzarán
a lanzar en más de 20 países nuevas aplicaciones de televisión, películas,
vídeos de Internet, deporte y música.

Con esta actualización también empezarán a llegar nuevas funciones sociales
y personales, como la posibilidad de guardar tus partidas y tu perfil de LIVE
en la Nube, Señales de Aviso y mayor integración con Facebook, además
de un mejorado Control Paternal.





Contenido integro de este artículo, fotografías y videos extraídos íntegramente de la Web: http://www.hardgame2.com
Publicado el 22-11-2011 16:07 por Pablo Insua

Video// You tube

Liberado el código fuente de Doom 3

Posted by admin on miércoles, 30 de noviembre de 2011 , under , , |



Liberado el código fuente de Doom 3




 
Es costumbre de John Carmack, el presidente de ID Software el liberar el codigo fuente usado en sus videojuegos una vez se pasan al desarrollo con la nueva versión, desde siempre ha sido así, con la saga Doom y la saga Quake, ahora ha llegado el momento de volver a cumplir su promesa gracias a los nuevos desarrollos de la compañía con la nueva versión del motor gráfico. Se ha liberado el código fuente de Doom 3.

Esta liberación de código estaba prevista para tiempo atrás, pero debido a un problema legal no ha podido ser hasta ahora. Al parecer ID Software desarrolló conjuntamente con Creative Labs la programación de las sombras del juego, esto llevaba a los abogados a plantearse bien la parte de la liberación de este código. Pero John Carmack ha podido cumplir su promesa gracias a que ha desprendido esa parte de código de Creative Lab y programando uno igual.

El código fuente no incluye las texturas ni material de Doom 3, no obstante para la programación de videojuegos y para los jóvenes programadores puede resultar un buen punto de partida. Se puede descargar de aquí.


Doom 3


Contenido integro de este artículo, fotografías y videos extraídos íntegramente de la Web: http://www.sextonivel.com/

Video// You tube

'Unit 13', primer vídeo del juego de PS Vita que prepara Zipper Interactive

Posted by admin on domingo, 27 de noviembre de 2011 , under , , |



 'Unit 13', primer vídeo del juego de PS Vita que prepara Zipper Interactive


 PS Vita - Unit 13 Announcement Trailer 




Supimos de ‘Unit 13’ hace unos días, cuando nos enteramos de la lista de títulos de lanzamiento que Sony se traía entre manos para acompañar a PS Vita en su lanzamiento europeo.

Un juego desarrollado por Zipper Interactive, responsables también de la saga ‘SOCOM’ y de ‘M.A.G.’, que propone llevar el control de un escuadrón de asalto, cada miembro con sus características propias, luchando contra terroristas. ¿La particularidad? El juego se trata de un third person shooter con coberturas, parapetos y un nivel gráfico interesante. No al nivel de ‘Uncharted: Golden Abyss’ pero interesante para tratarse de la primera generación de juegos de una portátil.

Aunque después de ver el vídeo os podríais preguntar, ¿funcionará bien con los dos sticks analógicos que trae PS Vita? Yo espero que sí, ahí radicará el éxito de este ‘Unit 13’, en lo bien que el juego se deje controlar. Ya queda realmente muy poco para que la consola se lance y conozco a más de uno que ya ha decidido hacerse con una. ¿Pertenecéis a ese grupo?





Vídeo | Youtube




Contenido integro de este artículo, fotografías y videos extraídos íntegramente de la Web: http://www.vidaextra.com

Beaky the Robo-Bird picks our "Top Tech Turkeys of 2011"

Posted by admin on sábado, 26 de noviembre de 2011 , under , , , , |



Beaky the Robo-Bird picks our "Top Tech Turkeys of 2011"

Sure, every US-based tech site worth its salt is running a "Tech Turkeys"
list this week,
but only Ars Technica brings you one hosted by a Robotic Turkey o'
Death whom we
affectionately call "Beaky." (Need an extra reason to give thanks?
Be grateful that the
staff collectively talked editor-in-chief Ken Fisher out of making Beaky
into an eel for "historical accuracy.")

And wow—did Beaky ever have fodder for this year's list; 2011 was stuffed like
a turducken with poor technology decisions. When he found some down time
between his overthrow-the-world strategy sessions and his get-grain-into-
my-gizzard-now
chow marathons, Beaky pecked out these incidents as the lowest of tech's
low points in 2011. So far.

Research in Motion



Oh, RIM. Where do we begin? The company started off the year getting
everyone riled up about the BlackBerry PlayBook, only to launch it with
choppy performance, without a good app store, and without a native
e-mail client (unless you already had a BlackBerry phone).
This effectively restricted its use to BlackBerry customers,
a species that will soon be extinct if they aren't already being bred
in captivity somewhere.

RIM followed this up with a three-day service outage. Browsers, messaging apps,
and e-mail ceased to work on BlackBerry handsets. A month later, the company is
still determining the real cause of the outage, with a "SWAT team"
investigating the event.
(We expect that it looks like a room full of Maxwell Smarts.) In the meantime,
it lacks a credible response to the iOS/Android juggernauts.

At this point, RIM is like the deadbeat dad who shows up two months
after your 17th birthday and presents you with a stuffed animal in a gift bag.
Too little, too tone-deaf, too late.

Duke Nukem Forever




If not for the crazy development cycle, the closing of a
once-legendary developer,
and the absolutely hideous state of the game when it was released,
Duke Nukem Forever might not have been considered such a turd.
But, until time machines arrive to fix the many problems of the past,
we have to live with reality. The title that was actually delivered
played like something knocked out back in 2001 by people who had
just started creating games over the weekend, and it was then stuck
in a time capsule for a decade.
With the play experience so poor, the only interesting part
of Duke Nukem Forever is the backstory. The game remains a sad,
depressing monument to mediocrity—and to feces-flinging.

Locationgate




Who doesn't want their favorite mega-corp tracking their every move
without express permission? The poo hit the fan earlier this year when
researchers exposed the extent to which Apple logged users' locations
on their devices and how the behavior would not stop when the phone's
location services were turned off.
But that's not all! It eventually came out that Android phones stored the
same type of location data and Microsoft was no saint either.
The situation sparked a Congressional hearing wherein Senator
Al Franken (D-MN) demanded answers from Apple and Google
about their privacy policies. Eventually Apple did patch its "bug"
that allowed a location-based log to exist after the user turned
off location services, but the term "Locationgate" will linger—a
t least until the next time a company like Apple or Google makes
a huge user privacy gaffe.

Hewlett-Packard




Last September, apparently determined to wipe HP free of every
trace of former CEO Mark Hurd—including its leading position
in PC sales—Hewlett-Packard's board brought in the recently-
ejected SAP boss
Leo Apotheker without so much as an interview. After all, he had done
wonders at the software giant, delivering two years of solid profit declines—
what did they really need to ask?
Apotheker arrived, looked around, and decided that HP needed to
be more like IBM. So he immediately spiked the phone and tablet business
before HP eve got serious about it, announcing that the company would kill
the HP TouchPad less than two months after it was launched and then
get out of the PC business.

 (Ironically, the TouchPad fire sale that followed made the tablet
number two behind the iPad in tablet sales.)
In a flash of inspiration brought on by a more than 50 percent drop in
the company's stock price, the board showed Apotheker the door just
11 months after they brought him in, then hired former eBay CEO
and failed California gubernatorial candidate Meg Whitman to clean up
his mess. But she didn't arrive in time to prevent the Apothekerlypse:
on Monday, HP reported a 91 percent drop in its fourth quarter earnings
compared to last year. That was due in large part to taking a $788 million
charge for shutting down TouchPad and the rest of Palm, which HP had
purchased for over $1.2 billion. Talk about a return on investment!

Netflix and (ugh) Qwikster



In 2010, Netflix was flying so high it forced longtime rival Blockbuster into bankruptcy.
In 2011, Netflix nearly committed corporate suicide and may spend all of 2012
digging itself out of a hole.

It all started in July when Netflix raised monthly subscription prices by 60 percent
for customers who wanted both streaming and discs. The new Netflix pricing
scheme wasn't necessarily that outrageous, but it set off a wave of complaints
and CEO Reed Hastings acknowledged that he had "slid into arrogance
based upon past success." But his solution—splitting discs and streaming into
entirely different businesses requiring customers to be billed twice and use two
separate websites—only made customer complaints worse. Within three weeks,
Hastings reversed himself, killing off the "new" DVD-by-mail service—
you remember Qwikster?—before it could launch. Pretty soon,
Netflix was reporting 800,000 lost subscribers and saying it may be
unprofitable for all or most of 2012.

Just this week, Netflix stock took another beating when Wall Street saw the
company's decision to raise $400 million from investors as a desperate move.
According to the Los Angeles Times, Netflix has lost 75 percent of its market
value, or $12 billion, since that fateful decision to charge subscribers a few
extra bucks a month. The Netflix service is still a pretty good one,
but from a business perspective 2011 was a disaster.

RSA breached





It's a safe bet that RSA Security chairman Art Coviello hates Adobe Flash.
That's because one embedded Flash file cost RSA millions, forcing the company to
replace 40 million SecurID login tokens. In March, Coviello disclosed that RSA
had been targeted in what he called an "extremely sophisticated" attack that
exposed information about the company's SecurID authentication tokens,
including the algorithms used to create the tokens and the seed values for each
customer's account. That exposed the VPNs of a number of government agencies,
defense contractors, and other high-profile customers, though Coviello insisted
last month that the data was only used in one unsuccessful attack on a customer
(which was likely Lockheed Martin). 
And what sort of "advanced persistent threat" was used to allow hackers to break
into RSA's highly-secure corporate network? According to RSA, it was
one e-mail, pulled from a junk folder by an RSA employee, containing
a file called "2011 Recruitment plan.xls."(Whether the employee
involved remains at RSA hasn't been revealed.) Gobble, gobble!

Internet censorship


Huge box office receipts? Check. Higher-than-average salaries?
Check. Better growth than the economy as a whole? Check.
The copyright industries are doing pretty well, global recession
considered, but that hasn't stopped the usual suspects from going
to Congress and demanding a full-on Internet crackdown.

The Senate's PROTECT IP Act was bad enough, what with its
demands that US DNS providers start blacklisting "rogue sites."
(Also, there's the whole matter of its quite possible unconstitutionality.)
But the new Stop Online Piracy Act (SOPA) in the House brings
a whole new kind of crazy to the debate. Beaky might be a bird brain,
but even he knows that trying to censor foreign websites, shut down
their credit cards and advertising, and force search engine
to "disappear" their results is an absurd overreaction to online
piracy and counterfeiting.

Between the new proposals and the existing US scheme to seize foreign .com
domain names (even for sites that are legal in their own country),
it's hard to see a positive ending for the country. But it's easy to see
a future in which the world simply refuses to accept the current US leverage
over ICANN and in which US registrars, ad networks, payment processors,
and search engines are increasingly avoided by the rest of the globe.
Assuming that whole scheme even manages to curtail piracy,
this is a battle only Pyrrhus of Epirus could love..

Bottom line: when a pro-enforcement measure
loses the support of the Business Software Alliance and the
Church of Sweden, you know it's a specially wretched piece of work.

Sony hacked


When hackers invaded, Sony took the PlayStation Network down for
72 hours before writing a statement saying that the company had suffered
an "external intrusion." Everyone was concerned about the integrity of
the personal data Sony had on file for its members, and they had a right to be:
Sony later admitted that hackers had broken into the system and
stolen an extensive amount of personal data from its users.
The system stayed offline for 23 days as Sony scrambled to
tighten its security. The outage cost Sony dearly, and it wasn't
great for the companies that count on the PlayStation Network
to sell their games, either.

Renewable energy



Inefficient energy use costs all of us money. Our continued reliance
on fossil fuels creates massive externalities that harm our health,
cost us billions a year, and cause no end of national security headaches.
Our electric grid is in desperate need of modernization. And what are we,
collectively, doing about it? Still arguing over whether temperatures
have actually risen, inventing conspiracy theories about science
that sound like something from a Red Scare, and hyperventilating
about out of context quotes from a stash of stolen e-mails.

It didn't have to be this way. Despite subsidies for fossil fuels that, by
most estimates, dwarf those given to renewables, carbon emissions
were plunging faster than the economy a few years back. Since then,
the cost of renewables has continued to drop and well-sited solar and
wind facilities are either at grid parity prices or will be before the decade ends.
Sadly, instead of acting on this reality and putting renewable energy to work
where it's most efficient, we're twiddling our thumbs as
New Jersey becomes a solar powerhouse and the nation as a whole starts
burning more fossil fuels. The turkey, in this case, is us.



Windows 7 tablets






Acer's Iconia: All the tactile feedback and precision of a tablet, all the weight of a 14
Acer's Iconia: All the tactile feedback and precision of a tablet, all the weight of a 14" laptop.

A little over a year ago, we talked to Microsoft CEO Steve Ballmer
and asked him, as so many others have done, about tablets.
Ars Technica: How long am I gonna have to wait to get a

tablet that when I'm on-the-go has a nice touch- and finger-friendly interface, and when I sit down at my desk, I can add a keyboard and mouse and get a nice, full Windows experience. When is that going to come?
Steve Ballmer: I won't give you an answer, because it will all depend on what you want, and we're going to have various things coming at various times coming over the next months and years, and I think you will see things that you will fall [in love with]—I know I'm seeing things that I'll fall in love with, and I know there will be more things that I desire.
Ars Technica: But there's definitely going to be something that I will fall in love with?
Steve Ballmer: Hope so, hope so, hope so. If we sit at PDC11 and there's nothing that we've shown or talked about or shipped that you love, I'll feel bad.
We're still waiting.
Next year's prospects certainly look much better. Both Windows Phone
and the early Windows 8 developer preview have shown that Microsoft
can produce an effective, enjoyable touch interface, and we think that the
company's fusion of tablet and PC could work this time around. Intel's
Ultrabook initiative should also help produce a range of desirable laptops and tablets.
But these things are all coming in 2012. Throughout 2011,
PC OEMs have tried to come up with a compelling and convincing
Windows 7 tablet; machines to fall in love with have been conspicuous
 by their absence. This doesn't surprise us—the problem was always a
 software one rather than a hardware one—but it's nonetheless painful.
Another year has been lost by Microsoft, entirely given up to the
iPad 2 and a gaggle of mediocre Android devices.






 Article,photographs and video taken entirely from the web http://arstechnica.com/


'1001 videojuegos a los que hay que jugar antes de morir', el libro




'1001 videojuegos a los que hay que jugar antes de morir', el libro





La serie de libros ‘1001…’ ya se había convertido en una excelente referencia de consulta para los aficionados a la literatura, el cine o la música. En 2010 se publicó en inglés el tomo dedicado a los videojuegos, todo un merecido reconocimiento para un arte que, aún siendo todavía joven, ha producido en su seno un buen puñado de obras imprescindibles.

La titánica labor recopilatoria que guardan en su interior las casi mil páginas de ‘1001 videojuegos a los que hay que jugar antes de morir’ sólo podía salir desde las entrañas de Edge. La admirada revista ha demostrado siempre un respeto sumo por lo que se ha denominado la Videogame Culture. Un respeto que se ha reflejado, número tras número, en textos de calidad, en análisis inteligentes. Edge siempre ha tratado al lector de videojuegos como un adulto y a este medio como algo serio con capacidad de trascendencia.

‘1001 videojuegos a los que hay que jugar antes de morir’, autoría

Tony Mott, redactor jefe de Edge y principal artífice de este libro imprescindible, no está solo. Más de treinta colaboradores de impresionante curriculum se encargan de poner su experiencia a la hora de redactar los textos. Y aquí es donde encuentro el único pero a esta edición, ya que creo que la traducción al español no está a la altura del proyecto. Espero que se realicen revisiones en este aspecto en las sucesivas actualizaciones que lleguen al mercado.

Si insigne es el equipo de redacción, el prefacio no le queda a la zaga, con un Peter Molineux haciendo lo que mejor sabe hacer, hablar muy bien de sí mismo. El famoso desarrollador se las apaña para colar, entre las palabras de admiración por la obra, su jugosa biografía. Como se suele decir en estos casos, genio y figura hasta la sepultura.

Estructura, maquetación y aleatoriedad


La estructura del libro es la de siempre en esta serie. De forma cronológica y separados por décadas se reseñan los títulos elegidos, estando los textos precedidos por el nombre, el año, la plataforma, el desarrollador y el género del juego en cuestión.

Las fotos, el tamaño de estas y la cantidad de espacio dedicado a cada videojuego, al contrario que en otras referencias de ’1001…’, parecen elegidos un poco al azar, lo que desconcierta especialmente en algunos momentos puntuales (¿Doble página para un título como ‘Army of Two’, que tal vez ni siquiera tendría que estar entre los elegidos, y ninguna imagen y menos de la mitad de espacio para ‘Super Castlevania IV’? Ejem). El cierre lo ocupan el habitual índice de colaboradores y, en este caso particular, de desarrolladores.

Contenido. Bienvenidos a cuarenta años de sensaciones interactivas

Tal vez la presencia de tantos títulos ponga en evidencia el poco tiempo que llevan entre nosotros los videojuegos. Hay muchos que pueden resultar cuestionables, resultando así más fiables las listas de 100 imprescindibles que pululan por la red (o de forma física, como la selección que editó la propia revista Edge hace unos años). Aún así el valor y la relevancia de este libro son incuestionables.

El carácter cronológico de la recopilación convierte ’1001 videojuegos a los que hay que jugar antes de morir’ en un excelente repaso de lo que ha dado de sí esta industria hasta ahora. Se hace visible la evolución del medio, y en verdad resulta impresionante la presencia de obras maestras atemporales en cada una de las décadas reseñadas.

Resulta curioso igualmente que encontrar maravillosas creaciones de tono minimalista tanto al principio como al final de la obra. El pixel, la (a veces sólo aparente) sencillez como algo impuesto por los límites de la tecnología en los 70, 80 y primeros 90, y la vuelta a esos parámetros en pleno siglo XXI por voluntad propia gracias a la proliferación de pequeñas desarrolladoras y del contenido descargable.

Conclusiones. Un alto en el camino

Han pasado cuarenta años desde que los videojuegos empezaron su andadura como industria, y han sido cuarenta años de experiencias únicas, de sensaciones imposibles de imaginar sin el elemento interactivo. Un nuevo lenguaje, una nueva forma de contar historias, un nuevo camino para divertirse, para aprender, para emocionarse. El presente libro recorre de forma eficiente ese camino.

Una de las portadas inglesas de ’1001 videojuegos a los que hay que jugar antes de morir’ tiene a Pacman en su portada, pero prefiero la elección realizada para la edición española. El extraterrestre de ‘Space invaders’ es igualmente un icono, pero su diseño a base de visibles pixeles refleja a la perfección la brillante creatividad de la que son capaces los videojuegos. Continuamos caminando.




 



Contenido integro de este artículo, fotografías y videos extraídos íntegramente de la Web:http://www.vidaextra.com


Players prefer Modern Warfare 3 over Battlefield 3

Posted by admin on domingo, 20 de noviembre de 2011 , under , , , , |



Players prefer Modern Warfare 3 over Battlefield 3, says Raptr report

Raptr report finds that players logged in more hours playing MW3 than BF3



According to opinion data from social networking service Raptr, more players were excited about the launch of Battlefield 3, thought that DICE was a more innovative developer than Infinity Ward, and that the Battlefield franchise has had a bigger impact on the FPS genre than Call of Duty.

That data comes from a survey of over 6,000 respondents. But when you break down the numbers comparing hours played from Raptr’s user base of over 10 million gamers, it looks like most players prefer Call of Duty: Modern Warfare 3 to Battlefield 3.

The statistics in Raptr’s latest report reveal that Xbox 360 players spent 40% more time playing Modern Warfare 3 on launch day than they did playing Battlefield 3 when it launched. “The battle for dominance for the first-person shooter market in 2011 is clearly in Activision’s favor,” said Raptr CEO Dennis Fong. “EA made a valiant effort evangelizing its fan base and generating massive support around the launch of Battlefield 3.

Given how well received the game was, EA has a powerful opportunity to take things further next year, though it’s clear at this point that Call of Duty is a phenomenon that is unrivaled.”




Here are the key findings from Raptr’s report on playtime tracking:
- Xbox 360 players logged 40% more launch-day playtime in Call of Duty: Modern Warfare 3, averaging 6.19 hours compared to 4.45 hours of Battlefield 3

-
During each game’s first week of launch, Xbox 360 players logged 17% more per-user playtime in Call of Duty: Modern Warfare 3, averaging 20.45 hours compared to 17.37 hours of Battlefield 3
- Call of Duty: Modern Warfare 3
accumulated more total hours played in one week post-launch than Battlefield 3 has in three weeks post-launch

- 53% of Battlefield 3 players on Xbox 360 are also playing Call of Duty: Modern Warfare 3, compared to just 31% of Call of Duty: Modern Warfare 3 players who also played Battlefield 3
-
During the first week of launch, Call of Duty: Modern Warfare 3 stole more playtime from Battlefield 3 than any other game
- For the first time ever for any franchise, three Call of Duty games were in the top 10 playtime charts on Raptr

Here are the results from the survey:
- 81% of respondents were more excited for the launch of Battlefield 3
-
92% of respondents consider DICE a more innovative developer than Infinity Ward
- 58% of respondents said the Battlefield franchise has had a bigger impact on the FPS genre
- 80% of respondents feel the Call of Duty franchise generates more hype through its marketing

The survey paints a picture of a showdown between mainstream Hollywood-style blockbuster Modern Warfare

3 – and the more important and innovative Battlefield 3. So you’d think that this would lead to more playtime logged for DICE’s big shooter. The difference between the results of the survey and the hours logged in Raptr’s playtime report could have something to do with the survey itself, which offered respondents a chance to win a high-end custom gaming PC. Since the Call of Duty franchise is now considered by many to be more of a console shooter than Battlefield, the difference between player opinion and actual playtime in the recent Raptr report seems to make more sense. You can check out GamesRadar’s David Houghton’s take on the Modern Warfare 3 vs Battlefield 3 showdown here, but which title do you prefer? Let us know in the comments below!





Video// You tube
 Article,photographs and video taken entirely from the web http://www.gamesradar.com/