BEST SELLING PC GAMES MAGAzINE IN THE WORLD
WORLD OF WARCRAFT CATACLYSM The brand new expansion pack set to come out this december
Logitech launches new and advanced game board G-13
7.99 USD • No 1 • December 2010
Best Media Style
Ċ'&"3 Ċ)"-0 Ċ(6*5"3)&30
PREVIEWS: ASSASSINS CREED III DUKE NUKEM FOREVER
WITH CHRIS SIGATY - STARCRAFT II GAME PRODUCER
PLUS NEW YEAR’S SPECIAL SURPRISE FOR OUR FANS
THE CREW Schapson Alexandra pp. 12, 13 - Hallo pp. 19-22 - DUKE NUKEM FOREVER
Olaru Florentina pp. 34 - 36 - Starcraft pp. 37 - Quiz
pp. 8, 9 - Guitar Hero p. 38 - DVD Contents
Oproiu Diana p. 26 - The actual beginning p. 28 - Tetris p. 30 - Supaplex p. 31 - Wolfenstein 3D
Sandu Robert pp. 5, 7 - News pp. 10, 11 - Fear pp. 14, 15 - Assassins Creed III
pp. 16, 17 - WoW Cataclysm p. 24 - Ogame pp. 32, 33 - Guild Wars 2
to come out IN early 2011
with the new generation of video cards • Advanced Micro Devices has been having a very tough period over the last few years. The corporation’s financial performance isn’t as solid as it once was and competitors are attacking it on all fronts What will finally turn things around? Fusion. AMD hopes it will come true, but remains to be seen. “As AMD heads into 2011, it really is starting to feel like some historic battles between irresistible forces and unmovable objects are coming to a head” says Gary Silcott, AMD’s Senior Manager of Product PR. “The long, ninety-five yard drive to get to the goal line has reached that riveting moment when it is obvious that the offense is going to punch it in and score. For thousands of people inside the company, you can sense us rising from our seats to see what AMD Fusion is going to deliver, and we all know it is going to be unlike anything we’ve seen before”, he aded. AMD’s next-generation Fusion chips were revealed more than four years ago. The corporation is planning to finally release its first CPU-GPU hybrid duo in the first half of 2011. “All the calls made in the last few years to stick to a unique plan of action in order to deliver the user experience consumers and customers want to get from a company like AMD, are about to pay oﬀ ” concluded Silcott. We sure hope so. It’s quite obvious that today’s market needs serious competition from AMD again.
ALIENWARE SIGNS DELL wallpz.net
• The famous north-american gaming pc builder Alienware is now part in multinational corporation Dell Dell confirmes that it has purchased high-end gaming PC manufacturer Alienware. The company said the deal was completed so that Dell can strenghten it’s position among gaming enthusiasts. Both sides were quite satisfied with the way things ended up. Alienware fans should not fear that their favorite PC’s will be branded with the Dell logo. The company would be a wholly-owned subsidiary of Dell, but it will operate separately. Well, we hope so!
HANDS ON Logitech GS 13
g3FCD?KMSQAMPNMP?RGML+MEGRCAFJ?SLAFCBJ?QRUCCIRFC&KMBCJ RFCcPQRE?KC @M?PBCTCPRMPC?AFK?PICR2R?WUGRFSQ?LBcLBMSRKMPC Take your gaming to the next level with the Logitech G13 Advanced Gameboard. It has an ergonomic design, which will alleviate hand cramps that ocure during long gaming sessions. Plus, the Logitech G13 USB Advanced Gameboard offers a sturdy construction and a solid base for when things get hectic. 25 keys are at your disposal, waiting to be customizable to match your gaming style. Take it to your next LAN party and donâ€™t worry about the lighting conditions because the Logitech G13 USB Advanced Gameboard features backlit keys. Climb to the top of the leaderboard today!
warriors of rock Guitar Hero is played with a special guitar-shaped controller that has five buttons up on the neck, with one on each of the first five frets. Instead of strings to pluck, a small, clicky flipper is on the body of the guitar. And, just for kicks, it’s got a whammy bar. The guitar feels pretty solid and generally well-made. The game screen consists of a scrolling fret board that has various colored notes on it. Each color corresponds to one of the buttons on the guitar, which you must hold down while strumming on the flipper. Some notes have lines attached to them, implying that you should hold down that note for a longer period of time, similar to the freeze arrows found in Dance Dance Revolution. Technically, you could play Guitar Hero on a standard PS2 controller, if you wanted to, but it’s not nearly as interesting without the guitar. Also worth
noting, the guitar isn’t compatible with Konami’s Guitar Freaks games, so if you’re looking to replace your increasingly rare and somewhat flimsy Konami guitars, you’re out of luck.Unlike most rhythm games, Guitar Hero has a career mode that sort of dictates how you should proceed through the five difficulty settings. This is probably the smartest part of the entire game. Anyone jumping into even the medium difficulty setting without a decent amount of experience isn’t likely to get very far. But starting on easy, which only uses three of the five buttons, is a great way to get used to playing the game. Also, you’ll be playing easier songs when you first start, and you’ll work your way through multiple brackets of tracks as you play. Medium difficulty steps things up by only occasionally working in the fourth button. Eventually, you’ll start
using that fourth button more and more as you move down the song list. Hard difficulty does the same thing with the fifth button, giving you time to get used to pressing it with your pinky, which, let’s face it, isn’t normally much of a gaming finger. By the time you hit expert, you’ll be ready to slide up and down the neck of the guitar to hit all five of the buttons. But it doesn’t mean that you’ll cruise right through the level, either. Expert gets extremely difficult, especially when it comes time to play the songs’ solos. But if you’ve worked your way through the other difficulties, you’ll probably enjoy the steadily increasing challenge. The game’s difficulty scales well enough to make it accessible to novices. The songs are divided between the two players really well, and you’ll trade off solos and such as you play.
In addition to these modes, there’s also a very brief tutorial that shows you the basics of the game, including how to use star power. Star power is earned by playing star-shaped notes that come along every so often during the course of a song. If you nail enough of them, a star power meter fills up. Once it gets around halfway full, you can activate star power by tilting the guitar upright. This causes the notes to light up and doubles your scoring multiplier. Since missing a bunch of notes drains your on-screen rock meter and ends your game, star power is also handy in the harder songs, since the notes that are hit in star power mode rapidly sway the meter, which determines how well you’re doing overall. The addition of star power gives the
game a bit of a strategic element that most rhythm games lack. Now, you not only have to hit all the notes to keep your combo going, but you also want to make sure you activate star power just before a heavy section so you can make the most of its scoreincreasing effects. You’ll also probably enjoy the song selection. The recognizable hits among the licensed tracks are all cover songs, not the original versions. But the attention to detail in these covers really shines through, especially when it comes to the meticulously recreated guitar parts. While the game is certainly heavy on older rock and metal tunes, it really seems to be biased in favor of catchy and memo-
rable guitar riffs. So you’ll get great versions of Ozzy Osbourne’s “Bark at the Moon” and Judas Priest’s “You’ve Got Another Thing Comin’,” but you’ll also get some newer tracks, like Sum 41’s “Fat Lip” and Franz Ferdinand’s “Take Me Out.” Unless you’re very, very anti-guitar in your musical tastes, you’ll definitely enjoy playing most of these songs, whether you like the original versions or not. There are 30 songs in career mode, plus another batch of unlockable tunes from the developer’s various bands and, of course, synth-pop darlings Freezepop, who somehow seems to turn up in every single Harmonix game.
The story behind the game After eleven months from it’s official launching we present you the wonderful story wich lies beneath F.E.A.R 2 : Project Origin, the sequel of the first game of the series launched in 2005. It’s captivating, moody and scary. It keeps you at the edge of your seat. Fear 2: Project Origin continues the supernatural suspense story of Alma, whose rage against those who harmed her causes an escalating paranormal crisis that threatens to replace reality with her own distorted visions. The protagonist is Michael Becket, a Delta Force operator whose squad is sent in to take Genevieve Aristide into protective custody, approximately thirty minutes before the ending of the first game. Project Origin opens with Becket experiencing a hallucination involving a ruined city, where he sees Alma. As he recovers, the rest of his squad arrives at Aristide’s residence, only to find it under total asault by an Armacham Corp black operations team
After saving Aristide, Becket uncovers clues about a classified project known as “Harbinger”, which involves himself and several of his teammates. Aristide claims that Michael Becket and his team are the only way of stoping the destructive Alma, but before she can elaborate, the player from the first game detonates the Origin Facility’s reactor. As a result of the nuclear explosion Becket is knocked uconscious. When he recovers, Becket finds himself and the rest of his squad in a hospital deep underground, being operated on by a team of doctors under the direction of Aristide. The hospital comes under attack by ATC clean-up crews led by Colonel Vanek, and Becket must fight his way out. While escaping, Becket
receives communications over his radio from a man who calls himself “Snake Fist”. After escaping the hospital and confronting the commander of the ATC forces, Becket fights his way to the surface, where he encounters the reactivated troops. As he moves to the surface, Becket is repeatedly assaulted in hand-to-hand combat by Alma, who (according to Snake Fist) is trying to “absorb” Becket, drawn by the psychic signal he now emits after being psychically altered in an “attunement chamber” wich Aristide tricked him into entering a few sequences earlier. Becket regroups with what’s left of his unit, many of whom have been systematically
MAJOR IMPROVEMENTS OVER THE PREVIOUS FEAR
• The oponents are bigger and stronger. If in F.E.AR you could easily complete missions, now you stay hours in front of the pc and you’re still far from completing an interval.
• More paranormal beings than it’s predecesor. In F.E.A.R 2 you’re not only fight Alma and Replica Soldiers but also numerous spectral paranormal beings such as Remnants.
• The story is more complex. It may seem unbelievable, but F.E.A.R 10
2 takes place exactly 30 minutes before the first game ends. So, you can see why the idea on wich the game is based it’s marvelous
killed by Alma. The squad moves to nearby Wade Elementary, a school now controlled by ATC Security, where Snake Fist and Aristide are hiding from enemies. Becket discovers that the basement of the school is another ATC research facility, for a project known as “Paragon.” Here, Becket discovers that Project Harbinger was an attempt to create more psychic commanders similar to Paxton Fettel, a major antagonist from the original game, and that Becket and Keegan were the most promising subjects. In the basement facility, Becket kills Colonel Vanek and finds Snake Fist. Snake Fist reveals himself as Terry Halford, a researcher for ATC, and explains that the only way to defeat Alma is to travel to an Armacham facility inside a nuclear reactor on nearby Still Island, which houses a device that can amplify psychic power. With this device, Becket can possibly defeat Alma with his own psychic abilities. As Becket and Halford prepare to head back to the surface, Halford is decapitated by a Replica killer. En route to Still Island, Becket’s squad is ambushed by Replica troops, and Sergeant Keegan wanders off in a daze. Becket follows and tries to recover Keegan, but is instead delayed by Replica forces. After fighting off both the enemy soldiers and more of Alma’s assaults, he eventually reunites with the remainder of the squad underneath Still Island and heads for the ATC facility. Becket enters the psychic amplifier, and as Stokes prepares to power up the machine, she is shot by Genevieve Aristide. Aristide explains that instead of destroying Alma, she plans to seal Becket and Alma inside the device together, so Aristide can use Alma as leverage against ATC. Alma appears instantly in Still Island. Artistide seals the chamber as the walkway retracts. Alma pays her no attention, instead focusing on Becket, who she sends into another “hallucination” where he fights off apparitions of a maddened Sergeant Keegan while trying to activate the amplifier and destroy Alma.
F.E.A.R 2 Weapons
As Becket fights Keegan, the battle is interspersed with images of Alma raping him. Finally, after activating the last switch, Becket escapes the hallucination to find himself sealed inside the device. Suddenly, the device is unsealed from the SHO-3 outside by Alma, as if the surroundings to be the telesthetic amplifier in the Origin Facility. And Becket, securely strapped to the chair inside device, at her shotgun mercy. Instead Thethe SHO-3 is a is tactical of killing him, Alma walks up to Becket and reveals she is pregnant. She used the psychic link forged witheight him,round while he was effectively with an tubular trapped in the hallucinations, to conceive a baby with him. Alma proves the child is his by taking Becket’s hand andfor gently placing magazine. Great close range.it over her stomach. Alma is now pregnant with Becket’s child, and the game ends as she walks up to Becket and places his hand onto her stomach, and the voice of a child saying ‘Mommy’ can be distinctly heard.
Vollmer Ultra 92
This is a full automatic shotgun with a 12 rounds magazine. It is Ideal for medium range combat.
Patten PK 470
This weapon is a gas operated auto loading carbine with a 30 rounds magazine. It has high penetration rate and good range.
The game that
Bungie have once again made another great addition to the Halo Universe. Halo: Reach is the culmination of the superlative combat, sensational multiplayer, and seamless online integration that are the hallmarks of this superb series. Before the discovery and destruction of an ancient alien ringworld, before a teeming parasitic enemy threatened Earth, before a soldier called John-117 made a new name for himself, humanity fought to defend the planet Reach. And though Halo: Reach is a prequel to all the Halo games that have come before, it represents the evolutionary pinnacle of the series. From the expertly tuned combat to the expansive level design and from the innovative online integration to the robust creation tools, all the pillars of Halo’s success are in top form here, tied together seamlessly by an elegant and intuitive menu system. While the core mechanics remain very familiar, invigorating new elements and extensive customization options make it so there are more ways to enjoy yourself than ever.
Halo: Reach is one of the most fully featured games on consoles today, and it’s also one of the best. One of the first things you notice about Halo: Reach is the refined menu system. In addition to presenting the main gameplay modes, the main menu displays the status of your friends who are playing Reach and allows you to peruse their service records and invite them to your party with ease. Entering a mode, tweaking options, and starting up a match is an effortless process, and your party members can come with you almost everywhere you go. The interface allows you to easily explore game types, customization tools, and user-created content without getting swamped or overwhelmed. It’s remarkable that everything is this easily accessible, because Halo: Reach is absolutely packed with great content. Halo campaigns have traditionally had epic aspirations, and Halo: Reach is no different. Whether you play solo or cooperatively with up to four players, you play as the newest member of Noble team.
starts it all
Your first mission is to investigate a distress signal in a rural mountainous area, and it’s no surprise when the source of the distress turns out to be the Covenant. Small skirmishes and reconnaissance missions soon escalate to all-out war as humanity tries to repel the alien invaders. Anyone familiar with the Halo canon knows how that one ends, but it’s thrilling to be a part of Noble team’s efforts. You undertake missions of increasingly crucial strategic importance, and this urgency is conveyed without any reliance on previous Halo knowledge. Instead, the characters you interact with help set the tone, and your squadmates have unique personalities that go a long way toward keeping you emotionally invested in the action. There are some cliches and a few cheap moments, but the story successfully channels the forthright heroism of soldiers who are committed to their cause. This earnest appeal makes Halo: Reach’s campaign one of the most satisfying in the series.
Back after a very successful debut in Halo 3: ODST, the Firefight mode once again offers up to four players an arena to take on increasingly difficult waves of Covenant enemies. This is largely the same addictively entertaining experience, though it now boasts full online matchmaking support. Frantically fighting off hordes of enemies is as exciting and satisfying as ever, and the new maps and gameplay variants offer many different ways to enjoy this mode. You can take on a tougher challenge by choosing to defend generators in addition to killing Covenant or add a bit of levity by fighting hordes of grunts that fling confetti into the air when you shoot them in the head. You can even have some players play as Elites and try to thwart the remaining Spartans.
If you want to tweak one of the built-in variants or create something entirely different, the extensive game options let you customize the makeup and toughness of each enemy wave, the weapons and shields available to you, the strength of gravity, and a lot more. Itâ€™s a lot of fun to mess around with these options and see what you can come up with, and if youâ€™re not the tailoring type, you can easily download user-created variants by browsing popular variants or searching for keywords. As in previous Halo games, the possibilities here are vast, and the intuitive interface makes them all easily accessible. Competitive matchmaking is once again a standout in Halo: Reach. Before you jump in, you can tweak a few variables in your psych profile to indicate that you prefer team players to lone wolves
or want to avoid chatty teammates.Halo: Reach is not only brimming with excellent content, but itâ€™s also bursting with possibilities The exciting campaign, addictive Firefight mode, and dynamic competitive multiplayer make it one of the best shooters around. The extensive customization options, powerful Theater tools, and staggering Forge capabilities make it one of the most malleable and socially engaging games on consoles. And the slick menu system brings it all together with remarkable simplicity. Though its deep roots may not win over those who havenâ€™t enjoyed previous games in the series, Halo: Reach is a towering achievement that delivers an enormous amount of engaging content that players will no doubt be enjoying for years to come.
Critics The good t&WFSZHBNFQMBZNPEFJTTFBNMFTTMZMJOLFEUPHFUIFS t&YDJUJOHDBNQBJHOESBXTPOUIFCFTUFMFNFOUTGSPNQBTU )BMPDBNQBJHOT t"SNPSBCJMJUJFTCSFBUIFGSFTIMJGFJOUPUIFFYDFMMFOUDPNQFUJUJWFNVMUJQMBZFS t'BOUBTUJDDPPQFSBUJWFQMBZ t&YUFOTJWFDVTUPNJ[BUJPOPQUJPOTBOEQPXFSGVMDSFBUJPO UPPMT
The bad t
t/PQBSUZNFNCFSTBMMPXFE JOUIF5IFBUFS t*NQFSGFDUGSJFOEMZ"*PDDBTJPOBMMZIJOEFSTDBNQBJHO
BROTHERHOOD EXCLUSIVE FIRST LOOK Players should be expecting another great adventure from AC Brotherhood, as the game continues the superb story of it’s previous creation The interactive kind of this game is in fact what defines the medium, so it isn’t surprising to find that one of the game’s best features involves achieving direct control. The player impersonates trained and skilled assassin Ezio Auditore da Firenze. One of the main targets is to build an army of assassins to do part of the bidding. The first time you call them to eliminate a tar-
get, with quite a subtle hand gesture is a satisfying moment. Delegation has never been so empowering. As for the action, it is split between the near-future and the early 15th century, as Desmond Miles starts to explore his genetic abilities with the help of a virtual reality interface known as Animus. The player spends the majority of the game with his Italian ancetor. Ezio vows revenge upon the mighty Borgia family for the loss of his uncle and the theft of a powerful artefact known
as the Apple of Eden. If in the past you mainly explored Florence, Venice and Tuscany, now the action course is developed over the large area of Rome, though flashbacks, plus extra campaigns guides Ezio outside the city walls. Again, the game blends pursuits with combat sequences, but the quests this time offer greater variety than before. More objectives for each story mission make players to adopt their own tactics. Meanwhile, Ezio builds himself a great empire simple by getting extra florins from any
Violent scenes won’t be left out
EXCLUSIVE FIRST LOOK renovated shops or landmarks. The Brotherhood is the game’s most significant new feature. If you want you can actually send killers in Europe to learn the art of trading, poisoning guards in the city of Constantinopol or stealing documents in Cologne. Completed missions gradually improve the trainees’ skills, as well as swelling Ezio’s coffers.
fascinating online multiplayer mode to bolster the great solo game, Assassin’s Creed: Brotherhood is a complete a package as any game you’ll play this year.
Underneath the wonderfully detailed and bustling streets lie the catacombs of a mysterious underground organisation, which offer a serious test of Ezio’s runner skills, a wealth of other distractions extends an already healthy runtime. With a
Art is vital within the game
Goblins are small, green (or yellow-green) creatureswith pointy features and high intelligence (though often little common sense). A number of trade princes rule over the various goblin holdings around the world. Though the trade princes all live in the goblin city of Undermine on the Isle of Kezan, they each control their own private armies and trade fleets. In turn, each controls rings of trade, mining, deforestation, slave rings, and poaching.
Worgen are large, lupine humanoids reminiscent of a werewolf that walks upright, but lopes on all fours to run.
Of Warcraft Cataclysm Cataclysm includes the best content we’ve ever created for World of Warcraft. It’s not just an expansion, but a re-creation of much of the original Azeroth, complete with epic new high-level adventures for current players and a redesigned leveling experience for those just starting out,” -Mike Morhaime, CEO and cofounder of Blizzard Entertainment.
eanwhile, through graceful leaps, WoW has been in constant development through several free patches that opened a new instance, brought major changes that directly affect the ability of different classes, showing us the futile efforts made by Blizzard to balance them. The only exception was the expansion pack Burning Crusade, which gaved players access to Outland and also gave an infernal race start to a fight with Illidan.With the advent of the second expansion, Wrath of the Lech King, the world’s eyes headed to the land of Northrend, only seen in Warcraft 3.
The story continues Under the pretext of the cataclysm, Blizzard spoke graphically about the areas of Azeroth. Both Kalimdor and Eastern Kingdoms have been modified for the first time in WoW’s history. Areas like Badlands and The Barrens had suffered the cataclysm. Therefore, in World of Warcraft Cataclysm these areas will be streaked with lavafilled craters that result from land movements. Cataclysm is the first Woaddon that alters Azeroth. Change of the original areas is an inspired movement by Blizzard. The fact that the old Azeroth,the continent where The Alliance and Horde were fighting against,was altered over time,gives the impression of evolution over time. Fans who pay attention to the story will have the chance to explore areas that have visible effects of the cataclysm. In addition to the alteration of Azeroth, Cataclysm, as expected, will bring new areas. World of Warcraft Cataclysm will also bring two new races, one for the Horde and one for the Alliance. Worgen race origins are mysterious, evolved from wolves.
They will serve the Alliance. On the other hand, the Goblin’s will serve the Horde. Mercantile and greedy, goblins were once slaves of the jungle troll’s, and they worked in the mine. A mysterious mineral found in the mine, kaja’mite, helped goblins to turn into an intelligent breed that managed to quickly escape oppression. There will also be possible new combinations of races and classes. The release Date for World of Warcraft Cataclysm was not announced. Taking into account the pace that Blizzard is moving, it will probably be ready next year. However, until then, Blizzard ensures us that they will give us new information from time to time. w w
YOUR FACE. YOUR ASS.
WHAT’S THE DIFFERENCE?
duke nukem FOREVER
Type: FPS Producer GEARBOX SOFTWARE Distribution TAKE TWO ENT. Release 2011 On-line DUKENUKEM.COM Game platforms PC X360 PS3
Duke Nukem Forever developer 3D Realms have released fruits of the game’s art staff , new artwork and images for the game have been posted online. In-game screen shots from Duke Nukem Forever art director Tramell Isaac and artwork from concept artist Layne Johnson have been uploaded to their personal blogs. Both are looking for new employment, should you have use for their technical and artistic skills. Some of the pieces, characters, enemies and environments may look familiar to those following the DNF development soap opera; others may not. When is this game going to fianlly get release, it been in development for just about ever. Gearbox Software, the new adoptive parent of comically delayed first-person shooter Duke Nukem Forever, has announced that a demo of Duke’s decade-late outing will be available to anyone.
Duke Nukem Forever was first announced by 3D Realms as a sequel to cult classic Duke Nukem 3D in 1997. The muchanticipated game then went on a painfully protracted, 12-yearlong development binge, swapping out engines, publishers and assets for more than a decade. Despite having the longest development cycle in gaming history — and even winning the lifetime achievement award for vaporware — gamers held on to hope, until the game was officially canned in May 2009.
It had previously been announced to be an exclusive download for gamers who purchased the Borderlands Game of the Year Edition (out on Friday, though the included demo code can’t be redeemed until next year). But Gearbox marketing director Steve Gibson has now said that everyone will have a chance to try out Duke. But, even with the game officially dead, and with the developer firing most of its staff, Brothers in Arms and Borderlands developer Gearbox Software stepped in, bought the licensing rights and is now finishing off the game for a 2011 release. At a press event held in London last week, where the game’s demo was announced, Gearbox President Randy Pitchford also had words for excited gamers holding ancient preorder receipts. One notorious photograph shows an aged, yellow
GameStop reservation stub dated back to 2001. “We’ve started to engage [with retailers], saying, ‘Hey, you’ve got customers who you made a promise to, and any bad feeling they have will reflect on us, so can we work together to do something for those people?’” Pitchford said. Barring any more delays, Duke Nukem Forever will finally be out next year on PC, PlayStation 3 and Xbox 360, a good 13 years after its original announcement. I wonder if it will be worth the wait …
The following things have been accomplished since Duke Nukem Forever’s announcement on April 28th. Science & Technology: - The Voyager 1 spacecraft has travelled 8.8 billion miles from Earth. - The two Mars rovers, Spirit and Opportunity were proposed, authorized, announced, designed, launched and successfully landed upon Mars where they have been exploring the surface for over 2.5 years. - NASA’s Deep Impact program also went full circle.- The Airbus A380 “Super Jumbo” plane was designed, built, tested, and delivered to airlines. - The U.S.S. Ronald Reagan (the largest nuclear-powered aircraft carrier in the world) was in contract, built, launched, comissioned, and began active duty. World Events: - 4 nations have acquired nuclear weapons technology. - 19 wars have begun.
- There have been 7 total solar eclipses and 8 total lunar eclipses. - The United Kingdom handed sovereignty of Hong Kong to the People’s Republic of China. -The population of the world has crossed six billion. There have been 22 “major” school shootings worldwide. Movies that were filmed, released in theatres, and have made it to DVD: - All three Star Wars prequels. - The entire Lord of the Rings trilogy, with extended editions. Every Pixar movie aside from Toy Story. Five James Bond films, including a complete reboot of the series. - Every movie, animation, and video game from The Matrix series. Every Marvel comics movie released. BluRay won the HD video format war.
- 5 wars have ended. - Approximately 509,373,306 people have died and 661,373,082 have been born.
Video Game Systems released since 1979: - Microsoft XBOX - Microsoft XBOX 360 - Several revisions including the Elite and Halo Edition - Nintendo GameCube - Nintendo Wii - Nintendo Gameboy Color - Gameboy Advance - Gameboy Advance SP - Gameboy Micro - Nintendo DS - Nintendo DS Lite - Nintendo DSi - Sega Dreamcast - Sony PSone - Sony Playstation 2 - Sony Slim Playstation 2 - Sony Playstation 3 Several revisions with different hardware, pack-ins, and backwards compatibility options - Sony PSP - Sony PSP Slim
Over 4500 games were released for the above video game systems in the United States. Over 350,000,000 consoles and handhelds were sold worldwide. ShackNews posted a story entitled “New Duke Nukem Forever Footage Released” regarding a short interview of George Broussard and Scott Miller on The Jace Hall Show. During the interview, Jace asks them what has been taking them so long. Broussard replies, “There’s been a lot of mistakes and a lot of lessons we had to learn, most of all a lot of World of Warcraft.” A remark intended as a tongue in cheek joke I’m sure, but probably not far from the truth. So there you have it folks, show’s over after 13 years less time than it took Barack Obama to go from his first election as an Illinois Senator to becoming President of the United States... And all we have to show for it are a few videos and screen shots.
The space-age is here.. OGame
is a text-based, resourcemanagement and space-war themed massively multiplayer online browser game with over two million accounts. OGame was created in 2000 and is produced and maintained by Gameforge AG. OGame is available in multiple languages, and different nationalities have their own communities. The game does not differ between the nationality communities except in rare cases. Players are generally informed of news and other things such as changes in rules or new versions through the official forums. As of 10 February 2010, OGame.org has a total of 49 universes. More are being added periodically. The Ogame prOgame universe (Universe 35) has been discontinued as an exclusive for paying members, so anyone may now sign up for it.
All OGame universes consist of three classifications: galaxies, systems, and planet slots. All universes have 9 galaxies, each with 499 systems, which have 15 planet slots. Sending fleets between different galaxies takes the longest time, whereas end the longest time, whereas sending a fleet within the same system takes the least time. Each player starts with one planet at a randomly assigned coordinate between slots 4 and 12, in a random system and galaxy. The first planet always consists of 163 fields, which determine how many building upgrades can be built on the planet, regardless of the slot in the player’s system. The player’s empire can consist of up to 9 planets in any unoccupied planet slot. All construction, research, and missions are performed and launched from a planet or moon.
Development is done through using three resources: metal, crystal, and deuterium, and also energy and dark matter. There are different ways to obtain these resources, including mining, trading, and raiding (see Combat below). Players are ranked according to their points, with one point awarded for every one thousand resource units invested in a construction, research, ships, or defense. No points are given for unspent resources.
Unlike many other real-time strategy games, OGame does not give the player constant control of his or her spacecraft. Instead, the player sends the ship(s) to a location (using the game’s coordinate system) and what happens when the fleet arrives is beyond the player’s control; in OGame, combat is resolved when fleets and/or defenses meet. The combat takes place instantly and consists of 1 to 6 rounds. Fleet attacks are usually aimed to obtain other player’s resources, which is called raiding, although fleet attacks can also be done to destroy an opponent’s fleet and collect the debris field created from the battle. Defenses are built to defend a planet against an attacking enemy fleet.
An alliance is a group of players who have banded together and is mostly used for solidarity purposes. Alliances are created for players to protect each other from attacks, join to raid other planets, or to promote free trade members. Members of an alliance can use the ACS (Alliance Combat System), available in some universes, to synchronize fleet movements and missions with members of the same alliance and temporarily deploy a fleet on an ally’s planet.
Players can hire a merchant using dark matter to trade one resource type for another. The amount of resources traded is limited to the amount of free space in one’s storage buildings and the amount of dark matter the player has.
OGame offers 4 different Officers and a Commander, each costs a set amount of Dark Matter to ‘hire’ for either 1 week or 3 months. The names of the four different officers are the Engineer, the Geologist, the Technocrat and the Fleet Admiral. Each one improves certain elements of chance or resource production.
There are three main resources: Metal, Crystal and Deuterium. The three main resources (Metal, Crystal, Deuterium) can be created via mines. There are separate mines for each resource which can be upgraded to produce the resources faster. These resources are used for making buildings, ships, defenses and for researching technology. To run the mines, energy is needed. Energy is produced by making solar plant or a fusion reactor (this converts a percentage of deuterium created, into energy) these buildings can also be upgraded to produce more energy.
terrorize the area and strike fear 24
Beginning The “video” in “video game” traditionally refers to a raster display device.However, with the popular catch phrase use of the term “video game”, the term now implies all display types, formats, and platforms. Historians have also sought to bypass the issue by instead using the more inclusive “digital games” descriptive. However, this term still leaves out the earlier analog-based computer games. The history of video games is filled with events and earlier technology that paved the way for the advent of video games. It also includes games that represent direct steps in the evolution of computerized gaming, and lastly the development and release of video games themselves. The earliest known interactive electronic game was by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube. The patent was filed on January 25, 1947 and issued on December 14, 1948. The game was a missile simulator inspired by radar displays from World War II. It used analog circuitry, not digital, to control the CRT beam and position a dot on the screen. Screen overlays were used for targets since graphics could not be drawn at the time.. In March 1950, Claude Shannon devised a chess-playing program that appeared in the paper “Programming a Computer for Ferranti computer.” In 1961, MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen created the game Spacewar! on a DEC PDP-1 mini-computer which also used a vector display system.The game, generally considered the first Shooter game, spread to several of the early mini-computer installations, and reportedly was used as a smoke test by DEC technicians on new PDP-1 systems before shipping, since it was the only available program that exercised every aspect of the hardware. Russell has been quoted as saying that the aspect of the game that he was most pleased with was the number of other programmers it inspired to write their own games. In 1966, Ralph Baer resumed work on an initial idea he had in 1951 to make an interactive game on a television set. In May 1967, Baer and an associate created the first game to use a raster-scan video display, or television set, directly displayed via modification of a video signal - i.e. a “video” game.The “Brown Box”, the last prototype of seven, was released in May 1972 by Magnavox under the name Odyssey. It was the first home video game console. Two months after Galaxy Game’s installation, Computer Space by Nolan Bushnell and Ted Dabney was released, which was the first coin-operated video game to be commercially sold (and the first widely available video game of any kind, predating the Odyssey by six months). In 1971, Bill Pitts and Hugh Tuck developed the first coin-operated computer game, Galaxy Game, at Stanford University using a DEC PDP-11/20 computer; only one unit was ever built (although it was later adapted to run up to eight games at once).
Finish The fight
Tetris is a puzzle video game originally designed and programmed by Alexey Pajitnov in the Soviet Union. It was released on June 6, 1984,while he was working for the Dorodnicyn Computing Centre of the Academy of Science of the USSR in Moscow.He derived its name from the Greek numerical prefix tetra(all of the game’s pieces, known as Tetrominoes, contain four segments) and tennis, Pajitnov’s favorite sport. Network music players and even as an Easter egg on nonmedia products like oscilloscopes.It has even inspired Tetris serving dishes and been played on the sides of various buildings,with the record holder for the world’s largest fully functional game of Tetris being an effort by Dutch students in 1995 that lit up all 15 floors of the Electrical Engineering department at Delft University of Technology. The Tetris game is a popular use of tetrominoes, the four element special case of polyominoes. Polyominoes have been used in popular puzzles since at least 1907, and the name is given by the mathematician Solomon W. Golomb in 1953. However, even the enumeration of pentominoes is dated to antiquity.
The game (or one of its many variants) is available for nearly every video game console and computer operating system, as well as on devices such as graphing calculators, mobile phones, portable media players, PDAs. Network music players and even as an Easter egg on non-media products like oscilloscopes.
While versions of Tetris were sold for a range of 1980s home computer platforms, it was the hugely successful handheld version for the Game Boy launched in 1989 that established the reputation of the game as one of the most popular ever. Electronic Gaming Monthly’s 100th issue had Tetris in first place as “Greatest Game of All Time”. In 2007, Tetris came in second place in IGN’s “100 Greatest Video Games of All Time”.In January 2010, it was announced that Tetris has sold more than 100 million copies for cell phones alone since 2005. A random sequence of tetrominoes (sometimes called “tetrads” in older versions)—shapes composed of four square blocks
- -111 gameplay- 111levels levels of retro gameplay
Supaplex Designed as aa version version of ofBoulder BoulderDash Dashthat thatcould couldfitfitonto ontoa aflopfloppyjects disk,called the designers Infotrons,had which a hard are time reminiscent for this approach of schematic in order repto better graphics. original Amiga Supaplex in version to fit on a standard floppy disk and itInstead neededoftodirt, runthe on pycreate disk, the designers had(The a hard time for this approach order had resentations of atoms,880kB instead of diamonds. a 512kB Amiga like original A500Supaplex or A2000.version In fact: The Amiga could not be copied onto simply the hardrive to tostandard create better graphics. (Thethe original Amiga levels are version filled with printed circuit board calleddue base copy and its and custom in theprotection game’s manual, not disk linedformat.) with brick walls, but with computer chips and other hardware, and filled with Zonks The game instead comes of rocks. with 111 The enemies levels though are moving many unofficial scissors, level sets been released thatwhich greatly increasesparthat called Snikhave Snaks, and electrons resemble number. The game was released for Amiga and MS-DOS. kling stars. (Two guys from the London region started to program a full version forintroduces the Atari ST, it wasofnever released,that because Supaplex a but number new elements were not of the present limitedingraphical Boulder support.) Dash, including bugs, pieces of base that randomly cause a life threatening electrostatic Due to hardware dependent the PC version discharges, Ports, which limitprogramming, Murphy’s movement to speof Supaplex ran and twiceterminals, as fast aswhich PCs became faster.Utility Hercific directions, set off yellow man Perk disassembled the game, debugged it and re-asDisks. Utility Disks are explosive floppy disks and come in sembled it again. The Orange result became known asZonks, SpeedFix. three different colors: Disks work like but Extra features been added without changing explode whenhave hit oralso when falling. Yellow Disks do not the fall game itself. yet may be pushed in any direction, but not pulled used seconds after. The developers of the game have declared the software freeware. is the first Boulder Dash-like game that is not Supaplex A partial showing few elements of itthe game.to run fully grid-based: while the playing field is an obvious grid, the had to fit screenshot on a standard 880kBa floppy disk and needed on a standard 512kB Amiga like the original A500 or A2000. In objects do not “snap” from one grid position to another, but can Although levels must could be played in order, game up tobe three levelsorto“in bebetween” skipped at anypositions given time. Themoving game is fact: The the Amiga version not be copiedthe onto the allows hardrive halfway grid while or very fallchallenging, but unlike and many comes from has solving level rather due to copy protection itsBoulder custom Dash-related disk format.) games the difficulty ing. This behavior led the to apuzzles numberinofeach well-known bugsthan that from semi-responsive controls. Furthermore, Supaplex does not use time for to solving the puzzles, unlike Boulder can belimits turned the player’s advantage, many of Dash. which need The game comes with 111 levels though many unofficial level to be exploited to complete fan-made levels. For instance, by Most objects arereleased identicalthat in behaviour to those in number. the original Dash. Rockford, who sets have been greatly increase that TheBoulder turning aroundMurphy quickly,replaces the player can cause ancollects enemy objects or rock called Infotrons, which reminiscent of schematic of atoms, off instead of diamonds. Instead of dirt, the levels are game was released forare Amiga and MS-DOS. (Two representations guys from to “bounce” Murphy. filled with printed board simply called base in for thethe game’s the London regioncircuit started to program a full version Atarimanual, and not lined with brick walls, but with computer chips and other hardware, and released, filled with because Zonks instead rocks.graphical The enemies are moving Snik and electrons which ST, but it was never of the of limited The game alsoscissors, applies called “gravity” onSnaks, some levels, which means resemble support.) sparkling stars. that Murphy will fall down empty spaces and will be unable to go back up, unless he climbs up by using bases. Gravity is not acSupaplex introduces a numberprogramming, of new elements were notofpresent Boulder Dash, piecesvia of trial-and-error. base that ranDue to hardware dependent the that PC version tuallyindesignated - the including player canbugs, only notice domly cause life threatening electrostatic discharges, Ports, which limit Murphy’s movement to specific directions, and terminals, Supaplex rana twice as fast as PCs became faster. Herman which Perk disassembled set off yellow Utility the game, Disks.debugged Utility Disks it and are explosive re-assembled floppy disks and come in three different colors: Orange Disks work like Zonks, explode when hitknown or when Yellow Disks do not fall yet may be pushed in any direction, but not pulled used secit again.but The result became asfalling. SpeedFix. Extra features onds after.been added without changing the game itself. have also Supaplex is the first Boulder game that not fully freegrid-based: while The developers of the gameDash-like have declared theissoftware the playing field is an obvious grid, the objects do not “snap” from one grid ware. position another, but can be halfway or “inofbetween” grid positions while A partial to screenshot showing a few elements the game. moving or falling. This behavior has led to a number of well-known bugs that can be turned to the must player’s many the of which to be exploited Although the levels be advantage, played in order, gameneed allows to fan-made instance, turning around up complete to three levels to be levels. skippedFor at any given by time. The game is quickly, the player can cause an rockBoulder to “bounce” off Murphy. very challenging, butenemy unlike or many Dash-related games the difficulty comes from solving the puzzles in each level rathThe game also applies “gravity” on some levels, which means that Murphy er than from semi-responsive controls. Furthermore, Supaplex will empty spaces and will unable unlike to go Boulder back up, unless he doesfall notdown use time limits for solving thebe puzzles, climbs Dash. up by using bases. Gravity is not actually designated - the player can only notice via trial-and-error. Most objects are identical in behaviour to those in the original Boulder Dash. Murphy replaces Rockford, who collects ob-
Writing of history history Writingaa page page of
Some unofficial ports to different platforms like Linux and addons have been developed. The title screen showing the protagonist B.J. Blazkowicz waiting in ambush. The first three episodes of the game focus on William “B.J.” Blazkowicz’s attempts to escape from Castle Wolfenstein and overthrow the Nazi regime. In the first episode, Escape from Castle Wolfenstein, B.J., an Allied spy, has been captured while trying to find the plans for Operation Eisenfaust, and was imprisoned in Castle Wolfenstein. Initially armed only with a knife and a Walther P38 (obtained by overpowering the guard in his cell), B.J. tries to escape the castle prison. Taking on SS guards, he eventually finds himself face to face with head prison guard Hans Grosse. In the second episode, Operation: Eisenfaust, B.J. finds out that the operation is real, and that Nazis are creating an army of undead mutants in Castle Hollehammer. B.J. enters the castle and confronts the mad scientist Dr. Schabbs, creator of the mutants. His defeat signals the end of this biological war. Die, Führer, Die! is, chronologically, the final episode. Fighting through Nazi soldiers, and attacking the bunker under the Reichstag, he finds himself up against Adolf Hitler himself. Wolfenstein 3D is a video game that is generally regarded as having both popularized the first-person shooter genre on the PC and creating the basic archetype that subsequent games of the same genre would be built upon. It was created by id Software and published by Apogee Software. Released on May 5, 1992 for MS-DOS, the game was inspired by the 1980s Muse Software computer games Castle Wolfenstein and Beyond Castle Wolfenstein. It has been ported to a wide variety of systems.
The Nocturnal Missions form a prequel storyline, focusing on the Germans’ plans for chemical warfare (Giftkrieg). A Dark Secret deals with the initial pursuit of the scientist responsible for the development of the weaponry; B.J.’s task is to enter the weapons research facility and hunt down another mad scientist, Dr. Otto Giftmacher (Poison Maker). Trail of the Madman takes place in Castle Erlangen. B.J.’s goal is to find the maps and plans of the chemical war, guarded by Gretel Grosse.
In Wolfenstein 3D, the protagonist is an American soldier (of Polish descent) named William “B.J.” Blazkowicz attempting to escape from the Nazi stronghold of Castle Wolfenstein; there are many armed guards, as well as attack dogs. The building has a number of hidden rooms containing various treasures, food supplies, and medical kits, as well as three different guns and ammunition.
The story comes to a close in Confrontation, set in Castle Offenbach. The final battle is fought between B.J. and the leader of the chemical war initiative, General Fettgesicht. Each episode features ten levels (or “missions”) which have to be finished sequentially. Only nine levels need to be completed; hidden in one of the first eight missions is an entrance to the tenth, secret level. The secret level of the third episode was notable in that it recreated one of the original Pac-Man levels, complete with ghosts, seen by the player from PacMan’s perspective. Wolfenstein 3D was the first game to use the ExMx map/ level naming convention.
Wolfenstein 3D was released as shareware, which allowed it to be copied widely. The shareware release contains one episode, consisting of 10 missions (levels). The commercial release consists of six episodes including the shareware episode and a three episode mission pack called “The Nocturnal Missions”. Like the shareware episode, each commercial episode contains 10 levels, bringing the game to a total of 60 missions. The game was originally released on the PC and then ported to Macintosh computers, Apple IIGS, Acorn Archimedes, Super NES, Atari Jaguar, Game Boy Advance, iPhone, 3DO, Nintendo Wii, and Steam. The source code of the game was published by id Software on July 21, 1995 under a non-profit[clarification needed] EULA, starting the long tradition at id Software of opening the entire source code (but not data) to an old game.
Each episode has a different boss who has to be killed in the final mission in order to complete the episode. Unlike normal enemies, boss enemies are drawn from one angle instead of eight, so the player can’t sneak up on them or take them by surprise; when first encountered they are always facing the player. Bosses also won’t notice the player or become active until they see the player. When most bosses are killed, a replay (called a “deathcam”) of the boss’s death is shown; the episode then ends. In other levels, behind the boss is an exit from the stronghold; entering it causes the camera to rotate around to face Blazkowicz and show him running out and jumping in elation (complete with a freeze frame of him in mid-air). In the version released for the Macintosh, all the bosses, except the final boss, Adolf Hitler, drop a gold key when killed which opens a door to the end of the level. Hitler was proclaimed the 15th greatest video game boss in history by The Phoenix. 31
The game takes place in the Guild Wars (6 walls) fantasy world of Tyria, 250 years after the players defeat the Great Destroyer in the Eye of the North expansion. Five elder dragons, sleeping beneath the continent, have awoken causing widespread destruction to Tyria and corrupting its inhabitants. The once dominant human race is in decline, new races have been discovered while others are displaced, major cities have been destroyed and some rebuilt, access to areas introduced in the Guild Wars (6 walls) expansions has been cut off. The advancement of time is reflected in the changes in culture, including armor and clothing as well as in the advancement of in-game technology.
Guild Wars (6 walls) 2 uses an improved version of the proprietary Guild Wars (6 walls) game engine. Improvements to the engine include true 3D environments, enhanced graphics and animations and the use of the Havok physics system. The developers say the engine now does justice to the concept art for the game and concept art will be integrated into the way the story is told to the player. Guild Wars 2 game play has been modified from Guild Wars) to include a variety of different features. Guild Wars 2 will allow a player to create a character from five races. The maximum character level has been increased also, however the developers emphasize they wish “to avoid forcing players into the grind-based gameplay that too often accompanies a high level cap.”
Two mechanics have been described which are intended to prevent this and allow players to play the game how they want. A sidekicking system, similar to that used in City of Heroes”, othing is sacred.The developers at will be be introduced allowing ArenaNet are tossing out ye olde MMO rules to make high-level characters to transit easier than ever to team up with friends and succed fer their powers to lower-level characters and entry to e-sport together,thanks to Guild wars 2’s grounbreaking world type PvP will grant
events and mind-blowing class designs.
by Josh Augustine
access to all skills, items and provide a fixed level.
PvP combat will also change
from the original series. The popular guild vs. guild matches from the original series will continue to be available, but Guild Wars (6 walls) 2 will introduce large scale world vs. world matches in the in-game setting called the Mists. Players will be able to join this worldwide PvP battle in a variety of roles, with rewards commensurate with their success. Players with characters in Guild Wars ter names from the original series to use ters themselves will not be transferable. into Guild Wars (6 walls) 2 using the Hall
(6 walls) be able to reserve their characin Guild Wars (6 walls) 2; however, the characSome in-game achievements will be translated of Monuments in the Eye of the North expansion
The story so far Work on Guild Wars 2 began in 2007
(3 years ago). It was announced Mar. 27, 2007 (3 years ago) which was very early in its development cycle, to coincide with the announcement of the final Guild Wars expansion. ArenaNet wanted to explain to fans of the original Guild Wars games their plan to stop development of episodic content and begin work on a new game. ArenaNet were constrained by the decisions and complexity they had made with the first game and so, to do what they wanted with the game, they needed to start over. The development team abandoned the early open alpha and beta testing which they had used for the Guild Wars game. ArenaNet considered that player expectations for open beta tests of MMORPG had changed, the beta was no longer used to test the game but to trial a nearly finished game prior to purchase. Beta tests announced for 2008 (2 ywwears ago) were cancelled to ensure Guild Wars (6 walls) 2 had maximum impact and appeal to these players. In Aug. 2009 (last year), two years after the game was first announced, ArenaNet decided the game had reached a state where they were happy to show it to the public. A trailer which mixed animated concept art and in-game footage was released at Gamescom, followed by interviews expanding on the lore of the game world and information about the player races.
As of 2009 (last year), the game is in alpha production. More information on game play is expected in the first half of 2010 (this year). 33
It`s all abo u t
The two-day tornado of Blizzcon has passed. Between feverish blasts of Diablo III and trying not to stare too hard at the Blood Elf cosplay maidens, we got the chance to chat with the delightful Chris Sigaty, StarCraft II’s Producer, about game theory, why the Zerg need a bit of love, and the difference between amateur and professional StarCrafters’ brains. It was most enlightening. RELOAD: At the higher level, do you find that players adopt similar strategies with slightly divergent tactics? Chris Sigaty: There’s a tendency to do that I think, and we know we’ve succeeded when the meta-game is evolving and changing. If it falls into a rut, and that rut is always the answer, then we have a problem, and we need to deal with it. But what’s really compelling is that right now, it doesn’t feel like that. There are these great players out there that are bucking the trend and doing well. They’re such compelling games to watch. RL: Do you see any weighting to-
wards one race rather than another in the playerbase? C.S.: Yeah. Right out of the gates Zerg is the least favourite. Every time some information goes out that they’re the least balanced, even more people run. But Zerg is the least familiar I think. Protoss and Terran are pretty close, but in the last stats I looked at, Terran is the most popular race. I don’t even think it’s a balance thing. If you take the whole population that’s not checked in at the super-pro level, you’ve played Terran in the campaign… they’re hu-
“Zerg is the least favourite (...) Terran is the most popular” man…their technology isn’t alien. As far as playability goes, it’s pretty easy to make the jump to Protoss because they still have a bit of basic similarity – like Barracks and Gateways. Zerg, with Larvae control, and Creep and all that… it gets a lot more complex. RL: It seems there’s more micro-management with the Zerg? Does that affect their popularity?
C.S.: I think they all have some micromanagement, but they’re just so different. Again, Protoss is a lot closer to Terran. You’re building a Pylon with power fields, but that Pylon, actually it’s still food, so it’s like the supply depot. It just gets really weird when it’s like “Oh, my food is a flying creature??” Zerg has always been the least popular, even in StarCraft and Brood War. And then, when someone says something about Zerg being underpowered, people run even more! RL: It does seem that paradigms appear in the strategies people adopt, but sometimes things move in circles. A great example is that ridiculous Photon-Cannon rush at the start. I’ve won games just by trying that, then people learn to counter it; then they forget and it becomes easy to do again. C.S.: Yeah, you can kind of resurge it once in a while by knowing that. What’s interesting is that at the pro level, it’s all about skill-tiers. What you’re talking about is eye-opening; you could be banging your head against a wall if you’re not a skilled enough player to work out that if you scout, and quickly bring all of your peons over to kill
StarCraft II continues the epic saga of the Protoss, Terran, and Zerg
that cannon-builder, you can press on, and you can win. There’s a lot of learning that you have to do. It depends on the tier of player as to how effective these things are. RL: Would you say there’s a difference in thought process between amateur and pro players? C.S.: Absolutely. The thing is when you’re playing at that level, you really understand the unit countering. A platinum or diamond player, they really understand that at its core, this unit counters this unit. It’s all knowledge. They’re so much more familiar with which units work in what cases. When I was talking about TLO… these guys are experimenting in ways that others aren’t. They catch peo-
ple off-guard, and not because it’s a cheesy tactic, it’s just different, and we haven’t seen it, and they’re thinking “I’m pretty sure this wins”. I watched this match between TLO and Nada – he’s one of the fastest players, he’s got like 300APM or higher. Very quick, very good player. He was going for a more standard Terran build, which is
‘‘We worked really hard on StarCraft II as well, but we’ve released a pretty good patch already, we have another one coming soon’’ Marines, to Factory, to Siege tanks, and usually up to Vikings. So TLO’s just running Hellions, and bang – out comes a Thor. It’s like, “What is he doing?!” You could see Nada, this very high-level player, and he’s twitching. So in come the Hellions, knock out the Marines real quick, then they get out of the range of the Siege Tanks. Then the Thor comes in, and absorbs the tank-fire. Then the tanks start to
siege, and the Hellions shoot back in, close the distance and get up really close really quickly… it was just brilliant play, and it was because it was unexpected. I’m really excited about what we’re seeing at the moment. RL: It is funny, seeing it from an amateur’s perspective. It’s not about spending your resources building up a big force, it’s about constant moves and counters… C.S.: Oh, totally. You have to be always poking each other. If you’re not, you’re screwing up for sure, because the other guy’s going to poke in on you. So you have to make sure you’re always aware of what he’s doing. You do have to constantly counter, but you have to go in a direction the other guy may not expect. I’ve kind of got past
my admiration of the physicality of it. That was the thing, it’s like “My god, look at how quick they’re moving”. I still think that’s amazing, but now I’m thinking about how quickly they change strategy, and counter, in their minds. It’s phenomenal. I was watching Nada play Brood War. And his actions per minute… he’d pop over the screen for a second, give a couple of commands, then pop over to this section… now this is hypothetical, but I almost think that in their minds, it’s like a picture-in-picture mode, where they’re looking at six stations at once. And they going to skip over to this station and act on it for a moment, but they’re kind of seeing it all at once. I mean hey, it may not be real but… wow. RL: It has to take a feat of abstract thinking to be able to work on that level… C.S.: Yeah absolutely. It’s crazy. It’s so fun to watch though, because I can at least appreciate what they’re doing at that level. I think one of the bridges to overcome is getting people in early enough, to understand how people play at this level. It’s awe-inspiring to me as a professional – it’s like hearing a very accomplished musician, who’s spent thousands of hours doing this thing. The tendency is for people to think ‘well, they’re throwing their lives away…”, like they’re not doing something worthwhile. From the layman’s perspective, from a Mom-and-Dad perspective. It’s
like the rock-star thing. If you do it and you get famous, Mom and Dad are okay with it, but all the while before, they’re like “What are you doing?” RL: So you must be very proud of the success the game has had? Three million sales worldwide? C.S.: Oh yeah. And I think we’re in a much better place than we were. You know, I worked on WarCraft III, and Reign of Chaos, and Frozen Throne, and the original StarCraft. After launching Reign of Chaos, we just weren’t in a position to properly support the game, we just had to get on with Frozen Throne, and we paid a pretty hefty price for how much crunching we did. We worked really hard on StarCraft II as well, but we’ve released a pretty good patch already, we have another one coming soon, we’re adding chat channels, we have customisable hotkeys on the way… we’ve got a lot of features we’re going to roll up, to keep the community happy, and improve the game like we want it to improve. We’re in a much better position to do that, and move on to Heart of The Swarm as well.
General Information Full name: Chris Sigaty Gender: Male Credited in: 8 games First Game Credit: Diablo Working for: Blizzard Entertainment Country: United States Sigaty also plays rhythm guitar in Level 80 Elite Tauren Chieftain, a band composed entirely of Blizzard employees. The band’s songwriting revolves around subjects taken from the Warcraft universe, though it has recently delved into the Starcraft and Diablo franchises as well.
WHAT DO YOU KNOW ABOU T STARCRAFT II? • What kind of game is Starcraft II?
• Overlords play a significant role in the game but for which race?
B. Real time strategy
C. First person shootter
D. Role playing
• What is the name of the multiplayer system used in Starcraft II?
• When did Starcraft II begin closed beta testing?
A. War Grounds
A. August 21, 2009
B. February 17, 2010
C. The Arena
C. February 25, 2009
D. Battle .net
D. January 9, 2010
-ArcaniA: Gothic 4 -Blade Kitten -Emberwind -Ship Simulator Extremes -WRC 2010
The follow-up to 2006’s Shadowgrounds, Frozenbyte brings back the frantic alien-blasting arcade-style shooting that made the first so entertaining with Shadowgrounds Survivor.
-Final Project v3 (Half-Lite 2:Episode 2) -Open Outcast - Oasis v1.0 (Crysis Wars) -Renegade X v055 (Unreal Tournament 3) -The Forgotten v1.0 (Command and Conquer -3: Tiberium Wars)
->Movies -Borderlands GOTY -Call of Duty: Black Ops -Enslaved -Epic Mickey -Fallout: New Vegas -God of War: Ghost of Sparta -Killzone 3 -Shank -Star Wars: The Old Republic -Star Wars: The Force Unleashed 2 -Vanquish ->Images -Assassin’s Creed Brotherhood -Duke Nukem Forever ->Wallpaper -Civilization V -Halo: Reach -H.A.W.X. 2
Four titles in, the Gothic series has worked hard to earn a legion of dedicated fans – mainly in Europe, but steadily growing in reputation worldwide
*Screensaver -Civilization V
-ATI Catalyst 10.9 -NIVIDIA ForceWare 258.96
-Fallout 3 v1.7
-AVG Free Edition 10.0 1136a3181
-7-Zip 4.65 -ATI TrayTools 1.6.9 1464b -CCCP Codek Pack -Riva Tuner 2.24C -Totally Free Burner 5.0
-DEAMON Tools Lite 4.35.5
-Pirates of New Horizonts (prototip) -Tag: The Power of Pain (full version)
Ship Simulator Extremes
Ship Simulator is, as you probably guessed by the name, the boating equivalent of that model. It caters for those of us who prefer to live without being hunted down by destroyers or sinking to the bottom in a blaze of corditeclouded glory and just want to sail a boat.
We protect your digital wold