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GRAN THEFT AUTO V

vous reprendrez bien un peu de rumeurs?1

While Rockstar has yet to say anything regarding the release of the game Gamestop.de has just posted the game with a release date of January 15, 2012. Of course, we've seen stuff like this before only to have Gamestop pull the listing later but it's definitely something to make note. GTA 5 is expected to be officially announced at E3 in June. Possible leaks from FintoLeaks.com (of course, I'm not sure how much credibility these rumors have):

* GTA5 will still embody a realistic feel - not just in terms of gameplay but also the overall geographical positioning and sense of scale.

* The setting of the game will be Los Angeles with a rural countryside and possibly a close representation of Santa Catalina Island.

* You will play as rookie Los Santos police officer and have the choice to choose weather to be a straight or crooked cop, similar to the moral choices in Red Dead Redemption.

* The ability to purchase safe-houses is now a major part of the game. Players are able to rent motels, hotels, and even store their car in their parking lots.

* GTA5 will feature more melee weapons, including a taser, a side handle police baton, wooden baseball bat, and brass knuckles.

* One mission will include searching for your partner in the ghetto.

* You are able to handcuff and arrest pedestrians.

* Police bikes, police motorcycles, and police helicopters are all included in gameplay. However, you have to complete 'police driving schools' similar to San Andreas.

* Animals will roam the rural areas.

* Gang territories are back in the game, except you won't fight over territories like San Andreas.

* Taxi cabs are back, but you also have the ability to call for backup and use their cars.

* The army is back in the game - including a tank.

* There is a female police officer (name unknown) in cutscenes but not found in gameplay.

* The game will feature a much larger clothing selection with more opportunities of character customation.

* The most notable and exciting new vehicle - an Aerial firefighting helicopter. It is assumed that there will be a wildfire mission.

* One part of the game involves working with a weed distributor - holding a large illegal-marijuana operation located in his "mansion?".

on a donc:

gta5 pourrais être annoncé à l'E3, pour une sortie en janvier 2012 (le 15)

toujours plus réaliste, tant dans son gameplay que dans son décor

cela se passerai a los angeles, en incluant la campagn e et l'ile de santa catalina

un true crime-like? vous jouerez un jeune officier de la police de los santos, et vos choix influeront l'histoire du jeu (honnête ou corrompu)

acheter des propriétés serait un élément majeur du jeu

plus d'arme de mêlé, dont un taser, un baton de police, une batte de baseball et un poing américain

dans une mission, il vous faudra rechercher votre partenaire dans un ghetto (j'imagine qu'il faudra légèrement faire usage de la force)

vous pourrez menotter et arrêter les passants (comme true crime, non?)

il y a des vélos, des motos et même des hélicoptères de police, mais il vous faudra obtenir un permis pour en débloquer certains

il y aura des animaux sauvage dans la campagne

des gangs s'affronterons pour le contrôle des territoires du jeu

il y aura des taxis, vous pourrez aussi appeler des renforts

l'armée sera là, avec ses tanks

il y a une femme parmis vos collègues (incroyable!), mais elle n’apparaîtra peut-être que dans les cinématiques

on pourra customiser et habiller son personnage comme jamais!! (joueurs de sims, ravissez-vous)

il y aura un hélicoptère de pompier, et surement une mission ou il sera utile

vous pourrez travailler avec un trafiquant de drogue (dans gta? incroyable)

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Qu'ils bossent surtout la maniabilité du bousin... Que ça soit pas un enfer à jouer à pied et pour la visée, et que ça soit un vrai plaisir pour la conduite. Ah, et avoir un framerate raisonnable. Et là on aura déjà fait un grand pas par rapport aux anciens :transpi:

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C'était 50% pour le WE de pâques :transpi:

Un post dans le bar aurait été plus approprié nan?

Car un topic à chaque promo, çà risque de faire pas mal,

à moins de creer untopoic spécifique?

Ha bah ouais tiens, j'm'en va l'creer,

z'en pensez quoi?

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DRIVER 4: San Francisco

un (story) trailer:

http://www.youtube.com/watch?v=3QmDlpTYG2g

et une preview:

http://www.incgamers.com/pc/Previews/268/driver-san-francisco-hands-on

le jeu tourne autour de l'effet "shift", déjà présenté, on joue avec pour éviter de se faire semer/crasher, comme déjà vu, mais aussi comme ça qu'on choisis ses missions

ça donne lieu a des trucs marrants d'ailleurs

What was perhaps most fun about the system was Shifting into cars which held a passenger. Most memorably, we possessed a woman driving with her teenage son who quickly became incredibly distressed and bewildered at the sudden change in his mother’s driving style – going from calm and sensible to using a moving car transport truck as a jump ramp at over 100mph.

il y aura des upgrades pour les véhicules

les graphismes n'ont pas l'air transcendantaux

Visually, the cars look nice. They’re shiny, they kick up bellows of smoke when drifting or burning out and the damage modelling does a good enough job of letting you know you’ve probably not been adhering to the laws of the road. The world itself looks a bit drab though, buildings often look as though they’re sporting decidedly low-res textures and there’s not much variation between one structure and the next - although, some compromise is likely necessary when a game runs at a constant 60 frames per second.

une des rpemières missions vou srappèlera le parking du premier opus:

Another City Mission required us to take control of a TV camera van and film some examples of reckless driving. Of course, it meant that we had to also provide the reckless driving. Camera van parked up in a good spot, we Shifted from car to car to perform the required stunts within the required zone – drive at over 100mph, drift over 20 metres and cause a head-on collision. The mission ended with us baiting a police car to chase us through a tight alleyway so the TV crew could get their ‘money shot’.

et on ne peux (toujours) pas écraser les piétons :francais:

mais le testeurs à tout de même l'air entousiaste

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Oui j'ai fais le pleins pour Paques avec les - 50% mais j'ai pas eu l'idée de partager l'information la semaine derniere.

Et le probleme est que j'ai chercher un Topic sur les promos mais j'en ai pas vu.

Mais c'est vrai qu'un topic dédié aux bons plan du moment serait le bienvenu. ^^

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:mega:Votre attention mesdames et messieurs :mega:

:D Ce mois-ci sort LE jeu de l'année:D

Créé par les petits gars de chez Daedalic, il promet d'être très palpitant...ou pas :dd:

Je suis certains que, maintenant, vous êtes Impatient de savoir de quel titre il s'agit :D

Et bien sans plus attendre voici :

Derrick

Meurtre dans un parterre de fleurs

jaquettederrickmeurtredansunparterredefleurspccoveravantg1304350198.jpg

De longues heures de jeux vous attendent, vous et votre mamie :roule:

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Du coup ma news parait dérisoire...

Les configs pour Duke Nukem !!!

Specifications minimum :

  • Système d'exploitation : Windows XP/Vista/7
  • Processeur : Intel Core 2 Duo @ 2.0 Ghz / AMD Athlon 64 X2 @ 2.0 Ghz
  • Memoire Vive : 1 Go
  • Disque Dur : 10 Go disponibles
  • Mémoire Vidéo : 256 MB
  • Carte graphique : nVidia GeForce 7600 / ATI Radeon HD 2600
  • Carte Son : Compatible DirectX

Spécifications recommandées :

  • Système d'exploitation : Windows XP/Vista/7
  • Processeur: Intel Core 2 Duo @ 2.4 Ghz / AMD Athlon 64 X2 @ 2.6 Ghz
  • Memoire Vive : 2 Gbo
  • Disque Dur : 10 Go disponibles
  • mémoire Vidéo : 512 MB
  • Carte graphique : nVidia GeForce 8800 GTS / ATI Radeon HD 3850
  • Carte Son : Compatible DirectX

Je suis peinard pour le toutafond :D

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Les configurations pour DIRT 3

Configuration minimale :

  • - Système d'exploitation : Windows XP, Vista ou Seven
  • - Processeur AMD Athlon 64 X2 2,8 GHz ou Intel Pentium D 2.8 GHz
  • - 2 Go de mémoire ram
  • - Carte graphique AMD Radeon HD 2000 256 Mo, Geforce 8000 Series 256 Mo
  • - 15 Go d'espace libre sur le disque dur

Configuration recommandée :

  • - DirectX 11
  • - Système d'exploitation Windows Vista ou Seven
  • - Processeur AMD Phenom II ou Intel Core i7
  • - 3 Go de Mémoire ram
  • - Carte graphique AMD Radeon HD 6000 Series
  • - 15 Go d'espace libre sur le disque dur

Plutôt hardcore là config recommandée !

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En parlant de Steam, ajd, Crysis et son extension pour 5¤.

Mais je ne venais pas pour ça, vous me conseillez quel site à consulter pour l'actualité JV?

Je regarde de temps en temps ce qui se passe sur JV.com (c'est comme ça que j'ai vu pour steam) mais ce n'est peut-être pas la référence du domaine.

Jeux PC et PS3 si possible, et tout ce qu'il y a autour ;)

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En parlant de Steam, ajd, Crysis et son extension pour 5¤.

Mais je ne venais pas pour ça, vous me conseillez quel site à consulter pour l'actualité JV?

Je regarde de temps en temps ce qui se passe sur JV.com (c'est comme ça que j'ai vu pour steam) mais ce n'est peut-être pas la référence du domaine.

Jeux PC et PS3 si possible, et tout ce qu'il y a autour ;)

PC Gamer pour le jeu PC en site anglais : http://www.pcgamer.com/

Le mien en français ^^ : http://www.jeuxpcmag.com/

Toutes plateformes confondues :

http://www.computerandvideogames.com/

http://www.vg247.com/

http://uk.ign.com/

Trois sites anglophones vraiment pas mal pour avoir de l'actu, par contre, leurs reviews ne sont pas toujours au top du top.

J'ajoute deux sites encore anglophones plus axés sur "l'humain" : interviews, rumeurs...

http://kotaku.com/

http://www.eurogamer.net/ (version anglaise, la française est moins réactive...)

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HALF-LIFE

des gens ont trouvé des nouveaux bouts de combines dans le SDK de portal 2

http://forums.steampowered.com/forums/showthread.php?t=1884449

http://pastebin.com/q9JB5L9y

j'ai suivi pas mal de discussion sur le recrutement chez valve, je vais essayer de vous en donner un peu:

Michael Abrash a été recruté par valve (il a commencé a microsoft, pour partir chez id pour coder quake et doom), il est spécialé en 80x86 et assembleur (badass)

apparemment, c'est lui qui a inspiré newell a fondé sa boite:

One of the smartest guys at Microsoft at the time was Michael Abrash. It turned out that Michael was one of John Carmack’s programming heroes, and John convinced Michael to leave Microsoft to work with him on the Quake engine. After Michael had been there a while, he started talking with Mike Harrington and myself about this new engine they were doing, and his feeling that it was going to create a lot of opportunities to do super interesting work in the game space (I think his exact words were “Quake will be the worst game done on the Quake engine” which wasn’t a slam at their own game so much as a statement of his confidence in what the tech enabled). Mike Harrington and I went down to Texas with Ken Birdwell and Kelly Bailey, and we left with the source code to Quake, and a mission to build what turned into Half-Life. Abrash is at Rad Game Tools, and his early involvement in Larrabee is one of the things that has us fired up about how significant that architecture will be as it proliferates.

en 2007, newell disait:

forever. I have huge respect for him, I think he’s incredibly smart. About once a quarter we go for dinner and I say “are you ready to work here yet?” One day… [Laughs]]

en 2010:

We have one guy who I think we’re finally going to get to move here that we’ve been pursuing for twelve years now, and we finally have convinced him to join the horde.

:transpi:

Bay Raitt

il bossait chez Weta Digital, c'est lui qui a modélisé et animé la t^te de gollum

chez valve depuis 2004, il a déclaré lors de l'achat par valve de la tech Digital Imaging:

This new system is designed to reduce dramatically the time taken to create compelling characters in video games and animated films. It uses Dimensional Imaging‟s DI3D™ facial capture system to quickly capture high definition 3D models of many different facial expressions from an actor. The facial expression models are then turned semi-automatically into “blend shapes” that form the basis of most facial animation systems. This results in a dramatic reduction in time, as well as a huge increase in realism, over the established methods of hand modeling blend shapes.

“The challenge for game developers is the huge amount of effort required to create the high level of detail required in today’s games," said Bay Raitt, senior animator at Valve. "Running pre-release tests of Dimensional Imaging’s new Expression Capture System at Valve have shown great promise for reducing the time needed to create next generation character animation. Valve is looking to integrate the use of this exciting new technology in future products."

cette nouvelle technologie, on ne l'a pas encore vu en action, puisque le seul jeu de valve sortie entre temps c'est portal 2, pas vraiment un modèle d'animation faciale

toujours chez Weta Digital, Jeff Unay a rejoins valve en février 2010

facial lead animator d'avatar (le film)

toujours dans la même boite, Keith Huggins

animator sur king kong et le seigneur des anneaux, avec un rapide passage chez Industrial Light & Magic pour star wars episode III (et van helsing)

encore de weta, Jeremy Fuckin' Bennett mec! (allez voir son taf et ses artworks)

directeur artistique du seigneur des anneaux (n'oubliez pas de préfixer d'un Monsieur quand vous l’adressez dans la rue)

+encore d'autres gens de weta (il leur en reste?) et de pixar

ajoutons a cela, Doug Church, a rejoins valve en mars dernier, d'après Robin Walker, ils ont tenté de l'amadouer pendant quatre ans avant qu'il craque

le gars n'a pourtant pas un cv, impressionant (allez sur wikipedia)

il a travaillé sur quelques jeux inconnus:

Ultima Underworld: The Stygian Abyss (1992)

Ultima Underworld II: Labyrinth of Worlds (1993)

System Shock (1994)

Flight Unlimited (1995)

Terra Nova: Strike Force Centauri (1996)

Flight Unlimited II (1997)

Thief: The Dark Project (1998)

System Shock 2 (1999)

Flight Unlimited III (1999)

Thief II: The Metal Age (2000)

FreQuency (2001)

Deus Ex (Game of the Year Edition) (2001)

Freedom Force (2002)

Whiplash (2003)

Deus Ex: Invisible War (2003)

Backyard Wrestling: Don't Try This at Home (2003)

Thief: Deadly Shadows (2004)

Tomb Raider: Legend (2006)

(il est dans les crédit de portal 2 mais il n'a vraisemblablement rien fait dessus)

il y a aussi plein d'histoire sur la structure de valve

pas de manager, pas de contraintes, plein de liberté (je vais juste faire des copié-collé par contre, mais ça vaut vraiment le coup)

1UP: Do you like moving in a different direction with Left 4 Dead, or are you excited to get this out the door and then start talking about Episode Three?

GN: Yes. Left 4 Dead is a lot of fun to work on. It's a different kind of game. It's a very A.I.-intensive game. It pushes our programmers really hard, more than our level designers. So it's fun.

After working on Alyx's model for a couple of years, people are really excited to do a zombie for a while. It's like, "Oooh, I get to make ugly now." So, yeah, it's a nice change of pace.

Basically, at Valve everybody gets to decide what they're working on. Some people say, "I want to work on Steam for a while," or "I'm tired of photo-realistic stuff; I'm going to work on Team Fortress 2 for a while." We do have some variety in terms of projects, and Left 4 Dead was a lot of fun for people to work on. It's fun to play, too. It's a fun game. After we've shipped one of our games, we're all pretty damned tired of it. I've played Half-Life 2 probably a couple of hundred times. It can be fun for a while, but getting to try something else and not look at headcrabs for a while is definitely a nice break.

"Kim Swift, who was on Portal, really liked Left 4 Dead and wanted to work on Left 4 Dead 2, so we said, okay, work on Left 4 Dead 2,"

Geoff Keighley, auteur du ebook que tu peux le voir que sur ipad ( :roll: ), "The Final Hours of Portal 2"

Valve has the blessing of being in the catbird seal — or the curse. Privately owned by Newell and the employees, there are no outside shareholders or a board of directors to please. The invisible hand of curiosity is what guides the company. That is, until what employees dub the "Gabe Fiat" is invoked to shake things up.

November 2007 was one of those times. Concerned that Valve was spending far too much time making games and not enough time pushing its designs in bold new directions, Newell showed up one morning with a radical idea: What if he effectively shut down Valve's production pipeline for a few months and turned the company into one big creative playground? There would be no deadlines, no milestones, and little accountability. And most important, the entire process would be a secret to the outside world.

Newell assembled the team in the main conference room and outlined his plan. The "Directed Design Experiments" as he called them would hopefully lead to a creative renaissance. Employees were told to assemble small groups and try whatever they thought was cool or interesting. A spectacular failure would be just as important as the next big thing.

Brainstorming commenced. Days, weeks, and months began to pass. With little news out of Valve headquarters, fans on message boards incessantly speculated about what the almighty Valve was working on. Was it Half-Life 2: Episode 3? Portal 2? Counter-Strike 2? Not exactly. Two Bots, One Wrench was deep into production.

It's mid-afternoon in February 2008 and the employees of Valve are filing into a local movie theater in Bellevue, Washington. But they aren't here to see a movie. They're here for an internal science fair of the design experiments. Within these four walls, Valve will showcase more innovation in 60 minutes than most game companies will see in a lifetime.

Erik Wolpaw et Chet Faliszek , si loquace désormais, auraient très bien pu ne jamais travailler pour valve

c'est tellement différent de travailler là-bas, que certains employés mettent du temps à s'y habituer

le pacte des deux auteurs:

http://i.picpar.com/3f29cad6f3bddbb63a053d80c500c91b4b7e3de4.jpg

http://i.picpar.com/69127de6129116505dc0688225e4e1d5b60157d2.jpg

http://i.picpar.com/a83598083e210c97f415aa9553dee0bd8f097af5.jpg

http://www.rockpapershotgun.com/2007/10/31/rps-interview-valves-erik-wolpaw/ (2007)

When you moved to Valve – that must have been a strange day – what did you expect to be doing?

I figured I’d be spending most of my time getting fired in a few weeks. Thank God for Portal and Team Fortress and Valve’s decentralized management structure that created an environment where nobody 100% knew who had the authority to fire me until I was able to actually make a meaningful contribution.

:mdr: :mdr: :mdr:


Heroes Of Newerth

HoN fête ses 1 an, bon anniversaire!

pour fêtez ça, vous pouvez essayer le jeu gratuitement du 13 au 22 mai:

On May 12, 2010 at 4 p.m. EST, we celebrated the launch of our highly anticipated third title, Heroes of Newerth. After working on the title for over three years, HoN went retail with over three million beta subscribers. We worked tirelessly to make HoN the best online, multiplayer game of its kind and haven’t slowed down since then. Over the past year, we’ve accomplished many milestones. HoN now averages 30,000 concurrent players at any given time, daily concurrent peaks over 50,000 and an impressive 420,000 unique active players!

http://www.heroesofnewerth.com/

420000 joueurs actifs et 30000 joueurs en moyenne, et 50000 en pointe, ça doit faire le double de Team Fortress 2

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