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Xbox 360 Ειδήσεις {News Topic}


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Over 50-Million Marketplace downloads served

 

The Xbox PR team just realesaed some interesting data that I think some of you may find interesting. Check these numbers out!

The Xbox Live Marketplace just passed 50 million downloads. That is double the 25 million mark from just three months ago.

In the first week of Madden '07 releasing, Xbox Live members unlocked over 600,000 achivements and hosted more then 2-million hours of Madden gameplay.

'Texas Hold 'em' set a one day record as the fastest download item ever on the Marketplace. There were over 100 downloads a minute in the first 24-hours of release.

 

Other Xbox Live statistics:

More than 50 million downloads of gaming and entertainment content from Xbox Live Marketplace to date

Over 2 billion hours spent on Xbox Live by gamers across the globe since the launch of the Xbox Live online gaming network in November 2002

More than 60 percent of Xbox 360 owners are connected to Xbox Live

1,300,000 text and voice messages are sent via Xbox Live every day. Currently totaling half a billion sent messages between the Xbox Live community per year, this figure is set to explode with the launch of the Xbox Live Vision camera on September 19, 2006 in the U.S.

65 per cent of all connected consoles already downloading and playing Xbox Live Arcade titles

Over 8 million downloads of Xbox Live Arcade games following the launch of Xbox 360

Over 2 billion Microsoft Points sold to date

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Δημοσ.

'No 360 shortages this Xmas'

 

 

 

While it's looking increasingly likely that there won't be enough PS3s to go round when the console launches in November, Microsoft Europe boss Chris Lewis has pledged that there will be "no shortages anywhere in the region over Christmas" for Xbox 360.

 

The launch of the 360 last year was dogged by widespread unavailability of the system, due to the huge logistical challenges involved with managing a simultaneous global launch - leaving many gamers frustrated and many shopkeepers a bit fed up.

 

But after a shaky start, Lewis believes Microsoft now has the infrastructure in place to make good on its one-year head-start over bitter rival Sony.

 

 

Lewis's comments came in an interview with Eurogamer TV at last week's Leipzig Games Convention. When asked if he was confident of having enough consoles to meet demand over the peak period, Lewis replied: "Very confident. We were pretty tight after this last Christmas, [but] we tripled production; we put plenty of inventory in the air rather than using the water because it was important to get the stock to the right places at the right time.

 

"I'm very confident that we have the production capacity to suit our ambitions. And there will be no stock shortages anywhere in the region over this Christmas period, I can assure you of that."

 

Lewis' confident statements, made alongside a boast that Xbox 360 is the only option for the next 12 months thanks to Microsoft's exclusive deals on FIFA and PES, come at a time when Sony is under mounting pressure to spell out its launch strategy. PS3 made a surprising no-show at last week's German games show - despite having been fully playable at E3 in May.

 

Earlier this month, SCE UK told our sister site, GamesIndustry.biz, that its rollout strategy for PlayStation 3 would not be confirmed until mid-September..

 

Sony US boss Kaz Hirai recently admitted that Sony had not yet begun manufacturing PS3, and that it is a "logistical impossibility" that they'll able to meet demand this Christmas.

 

However, while Microsoft effectively disowned the original Xbox once 360 launched, Sony will betting on another strong performance from the good old PlayStation 2 in the coming months, with a price cut to £94.99 announced last week - plus new pink SKUs of PS2 and PSP designed to attract the ladies.

 

Asked whether he had any advice for Sony, as it makes its first attempt at a global launch, Lewis offered: "Well, I should say I wish them well. And I do; this is a tough business and I think they're taking on a tough challenge there in terms of the launch ambitions they're talking about, so we'll see how that manifests itself over time.

 

"But right now we're not deviating from the path we're on and we certainly won't be distracted."

 

The full, exclusive video interview with Xbox Europe boss Chris Lewis will be broadcast on Eurogamer TV in the coming days.

Δημοσ.

We are working on a Live product update for Saints Row. It will fix various problems found after release, in both single and multiplayer.

 

We are working hard on the update now. Here are a few (but not all) of the issues we expect it to address:

 

Improvements to the way the game handles packet loss and bandwidth management between players. This will address the issues commonly cited as “lag”, and general synchronization problems between the playersʼ clients (vehicles/players warping around, etc).

The system for rating a playerʼs quality-of-service has been improved, and made less conservative. This means youʼll see many more matches with 10-12 player limits.

Fix for the “clothes stealing” exploit in multiplayer

Fix for widescreen formatting issues in certain resolutions

Changes to Matchmaking phase, to get players in the game faster

At this time, we have no ETA on when the update will be available. We want it to be available soon, but we also want to make sure it addresses as many issues as possible.

Δημοσ.

Forza Motorsport 2 trailer

 

Game Director Dan Greenawalt also commented the video in a press release: Forza Motorsport 2 is the premier racing simulator for the Xbox 360 console. We created this video as a way to illustrate the physics at work in our simulation engine. Specifically, at key points in the video, we change to a multi-pane view with the racing action in one pane and a physics highlight in the other. In this walkthrough, Iʼll go into more detail about what youʼre seeing.

 

0:04 = start - Welcome to Sebring

At the start of the video, you see 12 customized cars racing down the front straightaway at Sebring International Raceway in Florida, one of the new tracks we have in Forza Motorsport 2. Itʼs a pretty tight field and the cars are really dicing it out heading into the first turn.

 

0:13 = Racing Line

In the first cut-away, we show a top-view of the drivers settling into their racing line. You can see the cars hitting their apex and exit points as they weave through the first group of turns. Itʼs a tight, high speed section of the track – not a lot of room for passing.

 

0:18 = Camber at Work

The second cut-away focuses on the front left suspension of a Nissan Fairlady Z. In the left pane, we highlight a change in camber as the car is cornering. Camber is the angle of the tire in relation to the road. In this scene, the camber changes due to body roll and the movement in a double “A” arm suspension. In the bottom right pane, you can see the tire tucking up under the fender just a tad – this movement is meticulously recreated in Forza Motorsport 2. We simulate all kinds of suspension movement as well as their physical geometry.

 

Geek Out on Tires.

Tire simulation is where Forza Motorsport 2 truly shines. Tires are an incredibly complex system and the most difficult thing to get “right” in a simulator. Tires react to hundreds of subtle variables in some pretty amazing ways, yet theyʼre an afterthought in most simulation racers. Let me use this cut-away to explain a little about whatʼs going on in the pane, in real life and in our racing simulation.

 

You might think that an ideal camber setting would be zero degrees, where the tire is perfectly perpendicular to the ground. However, in this situation you want just a slight amount of negative camber – leaning into the direction of the corner. This negative camber allows the tire to wind up like a spring by flexing its sidewall and contact patch. This spring-like tension is required to get peak friction out of the tire.

 

As you work a tire, the area where the tire comes in contact with the road flexes and deforms. This area is called the contact patch and you have one for each tire. Managing the forces applied to your four contact patches (load, lateral force and accelerative torque) is the secret to driving fast in the real-world as well as in Forza Motorsport 2. You have to be smooth and keep the carʼs weight as evenly distributed as possible.

 

0:26 = Suspension Simulation

The third cut-away is similar to the second. Only this time, itʼs focused in more tightly on the suspension. This allows you to see how much the suspension compresses under heavy load. While the math isnʼt as complex as the tire system, the suspension has a lot going on as well. Suspension is one of those physics systems we run at a ridiculously high frequency in Forza Motorsport 2. Some simulation games run their physics at 60 frames per second. However, for systems like tires, body inertia and suspension, this physics update rate is far to low. Its ends up making the game feel like driving in molasses – rapid yaw and load changes feel sloppy. This isnʼt how real cars feel. We run our suspension at 360 frames per second to make insure that the racing experience is simulated perfectly.

 

0:32 = Drafting the Competition

In our fourth cut-away, you can see a Nissan Skyline drafting behind a Honda NSX. They are heading down the long straight-away before the final corner of Sebring. By tucking in behind the NSX, the Skyline gets less wind resistance or drag on the car to slow it down. Using the turbulence and change in air pressure behind the NSX, the Skyline is able to gain some ground and set up a pass.

 

0:50 = We Have Contact

The final cut-away shows why we included Sebring in Forza Motorsport 2. Sebring is a notoriously rough track. Built on an old runway, Sebringʼs surface changes from tarmac to concrete and back several times in a lap. Also, many of the concrete slabs donʼt match up right. You can see the Skyline hit a bump and get a few inches of air. If you are asking 100% of your tires and the car gets a little bit of air, the landing isnʼt going to be pretty. Sure enough, it ainʼt pretty.

 

The Skyline takes out the NSX and they both go careening into the wall. Parts fly everywhere and come to rest on the track – mirrors, wings, front bumper, rear bumper, exhaust tips... Itʼs a pretty nasty collision. Weʼve added a ton to our damage system in Forza Motorsport 2 – more parts fall off and the performance impacts of damage have been dramatically increased.

 

1:06 = The Checkered Flag

At the very end of the race, you see the customized Fairlady Z taking advantage of the NSXʼs misfortune. The Fairlady Z crossing the finish line ahead of the pack.

 

Forza Motorsport 2 features unparalleled physics simulation including bone-jarring damage, over 300 of the greatest cars in the world including Ferrari, Porsche and Lamborghini, powerful customization and personalization tools including body kits for hundreds of production cars, and unprecedented online features. If youʼre looking for the most complete racing simulator available, you are looking for Forza Motorsport 2.

 

http://www.xboxyde.com/news_3411_en.html

Δημοσ.

Incredible Machine For XBLA

 

According to a detailed investor presentation recently made available by major publisher and developer Vivendi Games, the company has apparently signed a deal with Psychonauts developer Double Fine for an unspecified new title...

 

These informational slides list an "all-star team" of external developers which includes Day 1 Studios (console versions of F.E.A.R), Starbreeze (previous developer of Chronicles Of Riddick), as well as Snowblind, Timegate, and Mad Doc Software, before mentioning Double Fine.

 

Founded by LucasArts veteran Tim Schafer, the company completely the critically acclaimed Psychonauts for a 2005 release by Majesco, but has so far remained quiet on its new project. As such, this presentation only reveals that Vivendi and Double Fine are partnering, and has no information on the specific project.

 

However, the document also reveals a great deal of previously unknown information on Vivendi's strategy, including confirmation of many unannounced titles from the company's Sierra Online division. These include Xbox 360 Live Arcade title Megaforce for this year, alongside Xbox 360 and PC SKUs of 3D Ultra Mini Golf, as well as PC and Xbox 360 Live Arcade titles based on classic puzzler The Incredible Machine in 2007.

 

In addition, a Battlestar Galactica Xbox 360 Live Arcade/PC title is mentioned in that same timeframe, alongside Red Baron for PC and Xbox 360 Live Arcade, re-inventing Sierra's combat flight game. The document also reveals a PC online version of the Crash Bandicoot franchise (called Crash Online, logically enough), and targeted at both the Western and especially Asian markets.

 

http://www.gamasutra.com/php-bin/news_index.php?story=10713

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