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Xbox 360 Ειδήσεις {News Topic}


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Δημοσ.

PGR 3 Photo Contest

 

Take photos, and win some rather nice prizes including... a PGR3 face plate!

 

With the launch of the long-awaited Style Pack, you can finally take your Photo Mode pics "out of the box", and onto your desktop. Simply snap your favourite shots in PGR3, and then visit http://www.projectgothamracing3.com/photos'>http://www.projectgothamracing3.com/photos to get them on your PC.

 

PGR3 has made another first in the gaming world, by being the first title to allow user-created content to be shared between Xbox 360 and PC. We're assuming that other 360 games will end up implementing this feature as a defacto standard in the future... but just like Gotham TV, you saw it here first.

 

To celebrate this new Photo Mode functionality, we're running a bit of a special competition. This is one you'll definitely want to get in on folks... so keep reading.

 

We're looking for the best Photo Mode shot in the following four categories:

 

"Best Car Photo"

 

Show off your photographic skills by snapping your favourite car in an inspired pose. Make sure you frame your automobile against an appropriate backdrop for maximum points.

 

"Best City Photo"

 

Explore the cities of PGR3 and find your favourite landscape shot. Perhaps the bridges of New York? Or a Government Building in Tokyo? Where ever you choose, make sure you adjust your Photo Mode settings to achieve the greatest snapshot.

 

"Speed"

 

For this category we're looking for a photo which gives the best impression of speed. However, don't just blur like crazy folks... we want the scene set on an appropriate piece of track with the best angles.

 

"Style"

 

What use is speed if you don't have the skill to keep your car on the track? Use this opportunity to show off your "mad driving skillz" and snap a photo which proves you are the best. A tough race? Massive donuts? A screeching cone challenge? The choice is yours...

 

The prizes

 

And what does the winner in each category get? Well how does this sound?

 

 

A Limited Edition PGR3 faceplate for their Xbox 360.

A Bizarre Creations T-Shirt, only previously presented to Bizarre staff!

A framed professional print of their photo, signed by the Bizarre Creations team.

 

 

There will also be one runner up in each category, who will receive a selection of goodies from my desk in typical "Bizarre competition style".

 

photo_prizes.jpg

 

Judges

 

Gren

 

This is the guy who took most of the official screenshots for PGR3. He's a Photo Mode professional if ever there was one; and he'll be a tough critic of your shots.

 

Gary

 

A Senior Artist at Bizarre Creations, and the man responsible for much of the look and feel of the Project Gotham Racing series.

 

Eamon

 

Our Video Editor, and the guy who captured, created, and edited all the videos you see in PGR3 (both in-game and for advertisements).

 

 

How to enter

 

 

Ensure that your copy of PGR3 has been updated to the latest version. To do this, insert the game disc into your Xbox 360 whilst connected to Live, and follow the instructions to update.

Enter Photo Mode, and line up your best shot. Then visit the "Your Saved Photos" section in the "Gotham TV" menu to upload them to the web.

Visit http://www.projectgothamracing3.com and sign in using the Passport account you've previously linked to your Gamertag.

Choose the images you wish to enter in each category, and then e-mail the .jpg's to [email protected].

 

 

 

Rules

 

 

You may enter ONCE in each of the categories (i.e. four photos in total). If you enter more than once per category, we will take your first entry.

All entries must be taken directly from photomode without any post processing, retouching or photo manipulation.

All entries must be sent to [email protected]. We won't accept entries through any other method.

Make sure you include your full, REAL name with your entry. Any unnamed entries will be ignored.

The closing date for this competition is August 31st 2006, at midnight GMT. That gives you a month to get your photos in!

Unless otherwise stated normal competition rules apply.

 

http://www.bizarreonline.net/forum/viewtopic.php?p=216755

Δημοσ.

Dead Rising demo news coming within the next 48 hours?

 

A spokesperson for Capcom Europe has informed CVG that an announcement on when a demo version of the upcoming 360 zombie slasher Dead Rising will be hitting Xbox Live will come in the next 48 hours.

Δημοσ.

5 Million Xbox 360's Sold - 3.3m In US/1.3m In Europe/400k ROW

 

Here's an interesting breakdown of how many 360's Microsoft have sold across the regions. According to an article from Virgin, there are now 3.3 million 360's sold in North America, 1.3 million across Europe and 400,000 around the rest of the world.

quote:
Microsoft have announced that they have sold a remarkable five million copies of their next generation Xbox 360 console.

 

There are now 3.3 million Xbox 360s in North America, 1.3 million in Europe and 400,000 in the rest of the world.

 

The US industry giant also hopes to sell a further five million copies of the console in the run up to Christmas.

News Source:

Δημοσ.

Saints Row Demo Details

We play through the Xbox Live download. Hookers perish.

 

August 1, 2006 - When it comes to Xbox Live demos, THQ and Volition are doing it right.

 

 

Some publishers release demos after a game is released, forcing gamers to head to a rental store if they want to, God-forbid, play a game before purchasing it. Others, on the other hand, know that we want to get a taste of new 360 titles as early as possible, like EA with Fight Night Round 3. THQ paid attention, so, released today, weeks before the scheduled ship-date, the Saints Row demo hit the Xbox Live Marketplace, for free, ready to download.

 

Of course that download will take the better part of two hours, being 904.69 MB and all, which is roughly the size of the 9,435 Xbox 360 memory cards, although our math is a little hazy. The demo itself starts you off from the beginning of Saints Row where you customize your very own gangsta, from outfit to hairstyle to ugly mug. Volition is high on the massive customization of its open-world, urban-mayhem game, considering you can take your customized gangster online and gat fools. You are also able to pimp your ride with new paintjobs and accessories, although we didn't experience that in the demo.

 

saints-row-20060801063640524-000.jpg

Stilwater: get jumped in.

 

After you've created your character, you begin the single-player story, which places you in the lower ranks of the Third Street Saints, a gang in the town of Stilwater. Only the opening missions are available, which include getting jumped into the gang, picking up hookers and escorting them to a Saints-affiliated pimp, and taking out a stronghold of a rival game. The final mission in the demo is a four-way crossfire between each of Stilwater's gangs in the heart of Saints territory. Once you rid your hood of your rivals, the demo comes to an abrupt end.

 

Of course, the highlight of Saints Row is the huge, open-world of Stilwater. Most of the city is closed off by giant red walls with the word "Demo" on them, but much of the Saints' territory is available to explore. We had a nice time stealing cars and running over the citizens of Stilwater, testing out the floaty physics of the game as pedestrians flew across our hood left and right. We also shot people. Lots of people.

 

For the price, Saints Row is solid demo, although we would have liked to see the online multiplayer included as well. That's right, the demo is single-player only. But you can read our multiplayer impressions here. Saints Row is scheduled to ship August 29

Δημοσ.

Hands-On With Zegapain

More like Megapain. Oh snap!

 

August 1, 2006 - Someone's gotta get the kids over at Microsoft Japan together, sit them down, and explain the unfortunate truth. They've been had.

 

 

Xbox 360 was promised big names like Tengai Makyo. Classic PlayStation franchises like Tokyo Xtreme Racer were on the way. And look at that! It's Bomberman, complete with Xbox Live support!

 

But what have we gotten so far? Tengai Makyo looked like a PlayStation 2 game running in high def. TXR looked a bit better than Genki's PS2 offerings, but they couldn't even get the frame rate up to 60! And Bomberman... that will be the topic of our next playtest of death.

 

This week's look at the campaign that some have dubbed "Operation Sabotage," features Zegapain, Xbox 360's first anime title. Back at Microsoft's pre-launch Japanese press conference, Bandai Namco Games announced the development of a media-mix game for the platform, immediately making us picture something like .hack. Later, the title in question was revealed to be based off the new Zegapain anime, making 360 the only place to go if you wanted an anime robot game... well, an anime robot game based off this particularly robot anime, that is. Surely this would draw interest to the fledging console.

 

It might have, except the game is as bad as anime titles get.

 

Developed by Cavia, Zegapain's videogame adaptation puts you in the role of Toga, an ace pilot who works wonders in a ZegaPain or ZegaTank mech. Both forms of "Zega" are piloted by two people: a Gunner, the role filled by Toga, and a Wizard, filled by one of three girls selectable prior to heading out for a mission.

 

The basic flow of the game takes you between the bridge of your command ship, where you converse with your crewmates, and outside your ship for combat missions. The bridge is basically a single background screen on top of which poorly animated character art has been placed. You move a cursor between the characters in order to speak. Bandai Namco sprung for full voice for these and all dialogue sequences, but that doesn't help keep this area from feeling cheap, like the developers ran over budget or out of time and had to just whip something together.

 

When out on a mission, you have full control over your mech, and are free to move around the battle field in all directions. Zegapain's control scheme is complicated, but does make movement up, down, left, right, in and out a possibility. You have access to a long-distance homing attack, a short-distance sword attack, and a set of parameter-modifying skills, selectable using the D-pad. You can lock into surrounding enemies, with the game automatically turning your mech to face the nearest opponent, or you can move around freely and blast away.

 

Combat in Zegapain is confusing. When locked into enemies, it's tough to see what exactly you're doing due to the camera turning all over the place. Free movement mode is tough because you don't have radar. That's right, no map indicating where your enemies are! You can usually look off into the distance to see where the action is going on, but this is a strange omission.

 

The missions I've played so far have been uninteresting and mindless, requiring that you just keep on blasting away at enemies until the mission comes to an end. There has been the occasional objective, usually involving drawing fire away from your mother ship, but nothing too compelling; hopefully this will change as the game progresses. You're free to replay old missions to earn parts for customizing your Zegapain's head, body arm and leg regions, with the game offering 3000 mech variations.

 

At a glance, Zegapain looks like a next generation version of Konami's fabled ZOE series. Of course, if the next ZOE actually looked like this, fans would probably be disappointed. Everything has that nice high-def look the 360 is known for, and the mechs themselves are detailed and colorful, but backgrounds vary in detail and texture quality. The screen occasionally erupts with explosions and particle effects, but for the whole, the battles don't have the flash of the Konami titles. The game also suffers from frame rate issues, particularly when enemies are in the area.

 

Zegapain hopefully signals the start of the end of the Xbox 360's disappointing Japanese lineup. Capcom's coming to the rescue with titles like Dead Rising and Lost Planet due shortly, and with games like Blue Dragon and Trusty Bell set for release before year's end, we may end up looking back fondly upon the time when Japan's Xbox 360 lineup was one punch line after another.

Δημοσ.

SmackDown vs. Raw '07 Update

What's new since the last time we played and how does the PS2 version stack up?

 

August 1, 2006 - The wrestling team at THQ was on tour late last week, dropping by the offices of publications all over the Bay Area to show off the latest build of WWE SmackDown vs. Raw 2007. The trip wasn't without its juicy little details either, as Creative Manager Cory Ledesma offered a number of interesting tidbits regarding both the PS2 and Xbox 360 versions of the game. As an added bonus, the trip also gave us an opportunity to go hands-on with the product for the first time since we played it at E3 this past May.

 

If any of our readers attended the San Diego Comic-Con in late July, then our sample build would probably look familiar to them -- as it's the exact same one that was on display there. Nine different superstars were available for selection in all, and if you haven't been following our earlier coverage, those superstars are Booker T, Chris Benoit, Triple H, John Cena, Rey Mysterio, The Undertaker, Johnny Nitro, Shelton Benjamin, and Kurt Angle. Most of their ring walks and introductions have been included as well, but they are still rough, incomplete, and missing their Titan Trons and final audio.

 

 

wwe-smackdown-vs-raw-2007-20060801064117448-000.jpg

 

But wrestlers aside, what specifically is different since the last time we've played? To start, the game is pre-alpha now as opposed to... well, whatever it was before (pre-omicron?). This build status means that a large number of SmackDown's final feature set is here and working in some fashion or another (including match types, match rules, crowd interactions, etc). We also learned that the PlayStation 2 version is a port of the Xbox 360 game, not the other way around. As a result, the PS2 iteration is running a little behind in terms of its completion percentage, but will be caught up entirely by the time the game ships in November.

 

We also learned that the differences between the Xbox 360 and PlayStation 2 discs will be minimal at best. Besides the obvious achievement system available to 360 owners (the specifics of which haven't been finalized), the only other real advantages for next-gen are visual and technical. The 360 version, for example, will benefit from the sweat system that keeps showing up in screenshots and videos, while the PS2 edition won't have it at all. Moreover, the PS2 version will only allow crowd battles and interactions during certain match types and circumstances, whereas the Xbox 360 version will allow for them for most match types (it's a horsepower/ performance thing). Content-wise, the games should be near-identical.

 

wwe-smackdown-vs-raw-2007-20060801064116698-000.jpg

 

On the subject of crowd and environmental interactions, those are working a lot better now too. In the few stages we tried the feature out in, there were a lot more objects and hot spots than there were before (boxes, electrical thingies, etc). There are a higher number of weapons that you can steal from the crowd too -- including canes and signs. Sadly, the script to allow for the tearing of signs isn't in the pre-alpha build yet, but it is coming.

 

The most important addition to the gameplay since we last toyed with it, however, is that the analog grappling system works much more fluidly. Response times are quicker than they were before and transitions from the "grapple type" animation to the actual grapple itself is a lot less robotic. At most, you're looking at a one-match learning curve before you get the hang of it too, so don't expect to be on foreign ground for long. From what we can tell, the new system doesn't look like it's going to revolutionize wrestling games the way Fight Night did for boxing titles when it moved to analog control, but it does make SmackDown feel more interactive. Want better news? If you don't like the new system, you can decide to use the old one instead (thank you options menu!).

 

One area that could definitely use some work, though, is the counter system. Though the mechanic now allows for infinite reversals if you can find two players good enough o keep it going (positional reversals mind you, not move-specific ones), the timing is still twitchy and hard to figure out from wrestler to wrestler. THQ tells us that this is because it has fully been tuned yet and the HUD that will appear when a counter opportunity presents itself hasn't been implemented yet -- so we anticipate a positive change here.

 

For more on what WWE SmackDown vs. Raw 2007 will be bringing to the table last year, be sure to follow the links to previous previews located below. Our media page has been updated with a small selection of screens and direct-feed movies too, so be sure to check those out as well. If that's still not enough wrestling for you, take heed -- we'll be back in a few weeks with the full roster reveal and the beginning of our annual SmackDown Countdown. Be there!

 

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