lunes, 31 de octubre de 2011
domingo, 30 de octubre de 2011
r2-D2 con consola Xbox 360 y proyector incorporado Escrito a las 11:00 en Consolas | autor: tokugawa r2d2-xbox360 Lo primero de todo es lanzar un aviso a navegantes: el producto del que hoy os hablamos no está a la venta de manera oficial y se trata de un proyecto personal iniciado por un usuario. Hablamos de la R2-D2 Xbox 360, una versión personalizada de la consola fabricada por Microsoft. Su creador es Mark Bongo, que ha conseguido uno de los tunnings más impresionantes vistos hasta la fecha en la consola. La R2-D2 Xbox 360, inspirada en Star Wars, tiene un proyector integrado que permite emitir la imagen de lo reproducido en la consola de manera portátil y transportable. Bongo pasó dos semanas diseñando el androide y tiene todo lo que los fans de Artoo desearían: luces azules LED que brillan, un proyector capaz de mostrar imágenes en entre 15 y 50 pulgadas, altavoz dentro del robot, botones de proyector sensibles al tacto, puerto HDMI, salida de audio óptico, y una consola Xbox 360.
Su creador es Mark Bongo, que ha conseguido uno de los tunnings más impresionantes vistos hasta la fecha en la consola.
La R2-D2 Xbox 360, inspirada en Star Wars, tiene un proyector integrado que permite emitir la imagen de lo reproducido en la consola de manera portátil y transportable.
Bongo pasó dos semanas diseñando el androide y tiene todo lo que los fans de Artoo desearían: luces azules LED que brillan, un proyector capaz de mostrar imágenes en entre 15 y 50 pulgadas, altavoz dentro del robot, botones de proyector sensibles al tacto, puerto HDMI, salida de audio óptico, y una consola Xbox 360.
sábado, 29 de octubre de 2011
viernes, 28 de octubre de 2011
jueves, 27 de octubre de 2011
miércoles, 26 de octubre de 2011
martes, 25 de octubre de 2011
30 de agosto de 2011 Foto: Paul Sakuma / AP
Debido al enorme impacto de las películas no sólo en la cultura popular sino en el sector turístico, la fuente de Yoda es sólo una de las decenas de sitios donde se efectuaron rodajes y uno de los lugares visitados por los acólitos de La guerra de las galaxias. Otros sitios incluyen la casa en el desierto de Luke Skywalker en Túnez, las pirámides en Guatemala y una aldea toscana frente a un lago.
Para la familia Van Zweiten, de Oploo, Holanda, una escala para ver al maestro pequeño de orejas puntiagudas fue importante en sus vacaciones de verano en Estados Unidos.
"La guía holandesa decía 'adorable, le encantará' y decidimos venir", dijo Tom Van Zweiten, un fiscal que también visitó otra locación en Tenerife, y quien educó a sus hijos con la trilogía.
En "El imperio contraataca", Yoda fortalece la confianza de Luke para que domine a la Fuerza, un campo energético que los jedis utilizan para realizar sus proezas sobrenaturales. "Debes desaprender lo que has aprendido", dice Yoda a Luke.
"Somos seres luminosos, no esta materia corriente. Siente la Fuerza a tu alrededor".
Algunos visitantes de esta sección del parque, al que flanquean palmas altas y arboledas de eucalipto, confían en llevarse las lecciones de Yoda con la sola proximidad a la estatua, colocada en la parte alta de una fuente de la que cae agua en cascada.
"Yoda es la fuente de sabiduría y la influencia importante de toda la trilogía", dijo el admirador Dale Tolosa, de 37 años, un actor que a menudo se viste de cicloexplorador cuando participa con la Legión 501ra, un grupo internacional de voluntarios que utiliza disfraces.
"Yoda es como un símbolo religioso, la Estatua de la Libertad o una representación de toda la fantasía positiva que George Lucas trajo al mundo desde 1977".
Tolosa y su hermano mayor, Matt, que se pone la túnica del padre de Luke, Anakin Skywalker, también ha visitado numerosos sitios en las que se hicieron rodajes para la serie y tiene intención de viajar al Valle de la Muerte, donde R2R2 hizo una travesía por las dunas de arena.
Gus López, coleccionista de La guerra de las galaxias y quien dirige un museo en línea con objetos de las películas, ya estuvo ahí, así como en la fuente de Yoda y en casi todos los lugares importantes donde se filmó La guerra de las galaxias en el mundo, como paisajes en Noruega y el desierto de Arizona.
¿Cuál es el lugar favorito de López". Un bosque de secoya cerca de Crescent City, California, donde Lucas filmó las escenas de las persecuciones veloces en ciclovehículos de la cinta "Return of the Jedi", otra de las entregas de La guerra de las galaxias.
"Nos tomó un año de investigación a amigos y a mí para encontrar el sitio debido a que el bosque fue cortado y hoy es muy diferente", dijo López. "Lo importante de todos estos sitios es la conexión de uno con las cintas y lo que uno siente con la cercanía de estar en un lugar que tuvo que ver en las filmaciones".
Algunos admiradores apasionados optan por hacer alguna aportación directa en los sitios que visitan.
El aficionado belga Mark Dermul recauda dinero para visitar el lago salado tunecino de Chott El-jerid, al que Lucas transformó en el planeta desértico de Tattoine. A la fecha, casi 400 donantes han contribuido con 10.994 dólares para restaurar la "Granja de (la familia) Lars" en la que se crió Luke Sywalker.
El lugar, construido con madera, yeso y alambre de gallinero, se ha deteriorado con el tiempo. Los admiradores planean hacer las reparaciones en el verano boreal del año entrante, dijo Dermul.
Además del pago de una cuota para ingresar en el mundo de fantasía de La guerra de las galaxias, otros lugares donde se efectuaron filmaciones ofrecen servicios especiales y alojamiento a turistas.
En los terrenos majestuosos de Villa del Balbianello, los visitantes pueden casarse en el escenario que da hacia el lago Como de Italia, donde la reina Padme Amidala se casó con Anakin en "La guerra de las galaxias II: El ataque de los Clones".
El conjunto de películas épicas de La guerra de las galaxias devino en objetos coleccionables, libros, series de televisión, videojuegos e historietas que según cálculos de la revista Forbes, generó hasta 2007 más de 22.000 millones de dólares.
Lucasfilm figura entre las diversos establecimientos empresariales y de otro tipo que se reubicaron en Presidio, la otrora base militar que se convirtió en parte de un parque nacional que da hacia la bahía y el Pacífico. Sin embargo, los admiradores ordinarios que no tienen invitación sólo llegan hasta el vestíbulo lujoso de la compañía.
"La fuente del Yoda es la fachada pública de Lucasfilm, la oportunidad única de tomarse una fotografía con algo de La guerra de las galaxias", dijo Steve Sansweet, asesor de relaciones con los admiradores de Lucasfilm y quien tiene un tesoro de objetos de colección en un terreno llamado Rancho Obi-Wan en el norte de California.
Jay Shephard, gerente de una compañía de pruebas en línea en Baltimore, fue un poco más allá al describir a la fuente como la meca de los admiradores de La guerra de las galaxias.
"Yoda es a lo que yo aspiraría ser en la forma como llevo mi vida y educo a mis hijos ", dijo Shephard, quien creó un cibersitio para aficionados llamado Theforce.net. "Aquí está este ser pequeño que realmente no tiene pretensiones y uno piensa '¿cómo es que esta criatura pequeña sea un guerrero?' Sin embargo, los mensajes que (Yoda) comparte con Luke en la película tienen una verdadera influencia en todos nosotros".
lunes, 24 de octubre de 2011
At first, companions were completely autonomous. They did their own thing and players had no say over them whatsoever. However, in time BioWare realized that players wanted some control over these characters, just as - for example - a hunter controls his pet in World of Warcraft.
Companions, therefore, have a series of A.I. toggles. You can leave them at their default settings if you'd rather not micromanage. However, more advanced players will have the ability to fine-tune their companions' behavior in a variety of ways. Here are some example provided by Wallace:
- Players may choose to disable some area-of-effect abilities when using crowd control or when fighting tough single enemies.
- Players may activate special modes or stances for their companion, causing them to focus more on damage or tanking, or on a single target versus groups of enemies.
- Players may want to manually activate buffs and powerful special abilities on long cooldowns, as opposed to letting the companion pick when to use their most powerful attacks.
"But don’t start dreaming about conquering the galaxy with an army of companions at your side just yet – Star Wars: The Old Republic is a massively multiplayer game, and as such it is a social experience as much as it is a story-driven BioWare role-playing game," said Wallace. "While the majority of content in the game can be mastered by a player and their companion, some group content is a different matter. Flashpoints often require human coordination to successfully overcome challenges."
domingo, 23 de octubre de 2011
Take a peek through my profile, and you will see that I've played a few Lego games from start to finish. While never the best games I've ever played, all were enjoyable in their own right, and from the original Star Wars Trilogy, to Batman, Indiana Jones, Rock Band and Harry Potter, the Lego adventure games have been a staple on my gaming shelf, and have connected me again in a cartoony way to franchises I was familiar with. However, having never seen Star Wars past the two trilogies, you will have to excuse my lack of plot knowledge with this current installment.
On March 22nd, the 8th game in the 360 generation's Lego Adventure gaming series (Bionicle aside) was released. After exhausting the movie saga in the previous two efforts, Lego Star Wars III would center its plot around the Clone Wars. Initial rumors of an all new engine and gaming experience peaked the curiosity of fans used to the same base model over the last 4 years, however, the demo released in January proved that indeed, this game would (no pun intended) clone the engines of old. Granted, the game is geared toward younger gamers who probably wouldn't be able to tell, nor care about the differences, but you had to wonder how this game would hold up with older games, who had played the same tune with a different instrument time and again.
Much like Harry Potter, the game starts you off in a level and scenario similar to the end of Star Wars Episode II with the death of Jango Fett, culminating with Mace Windu aiding in saving you all and helping you board (assumedly) the Mon Calamari to begin the rest of the game. Right away, this level well very quickly show you what Traveler's Tales has done to test the processing limits of the 360. At one point, you will see well over 100 independently moving smaller sprites on screen at once, along with approximately a dozen others of various sizes. The best part? No slowdown. That is very impressive, as is the enhanced character detail and shading. Characters are as shiny as Michelle Kwan's forehead, and just as smooth, however, not as polished. Harry Potter was (pardon the pun) brilliant in its graphic work, and unfortunately, Clone Wars is well behind in this aspect. Even in the highest of Hi-Definition, graphics are still a bit jagged and rough. This has been a bit of an issue for Star Wars dating back to the the Original Lego Trilogy, and it continues here.
Once aboard what I assume is the Mon Calamari, you start in the cockpit of the ship, left to build and destroy as usual. The entire level selection takes place on the cockpit menus itself (not like previous games that would have you walk into separate places for each chapter, and serves as a much more efficient way of getting the job done. Unpurchased characters walk throughout the ship that you can buy, and the in-game percentage counter serves to tell you how far you are through the game, and how long you've been playing. There is no looking for the special tavern or blackboard to enter your secret codes in either. You can simply pause the game and enter your secret code there. These journeys were meaningless in previous games, and it is good to see this all streamlined.
Rather than chapters that are obtained as you finish others, you get straight to the point and can choose whatever pathway you want to play from the getgo. The main storyline is broken off into 3 separate chapters which take place within the span of the first 2 seasons of the Clone Wars cartoon. Each chapter is broken off into the pursuit of 3 characters - Count Dooku, General Grevious and Asajj Ventress. As in previous Star Wars game, the levels are a mixture of walking and flying stages spread across cute landscapes with a variety of characters. However, very quickly on, you see the same patterns forming that you saw before. Menu streamlining and UI enhancement aside, this game is almost like you never left the last Lego Star Wars franchise. Characters walk around in story mode solving a mission based on the adapted plot with their weapons aiming to collect True Jedi, Minikits, Gold Completion and Red In-Game Powerup Bricks, and once done, you may repeat it over in Free Play Mode to collect what you missed (though it's never recommended to Free Play something until you have completed the game and have one character out of each class for simplicity's sake.) Thankfully, the charging option to hit multiple enemies has carried over from Harry Potter to make combat a bit easier.
In typical Lego game fashion, this game has reliance on solving mini objectives and puzzles utilizing the skills of the characters given to you at the beginning of the level. Amidala, for example, can subdue animals. Anakin Skywalker has tremendous raw power and the ability to defeat multiple enemies at once, and Jar Jar Binks' legendary lack of any usefulness makes you wonder why they even bothered to include him yet again (thankfully, they still haven't incorporated full voice into the series so you don't have to listen to him either.) Star Wars Lego has been less about puzzles, however, and more about combat, which this game has plenty of. There is never a shortage of perils on-screen at any time. If you don't have to worry about falling off a cliff somewhere, you will be chased down by plenty of enemy drones, ships or gunfire. This game in a whole offers a very clever and manageable boost in difficulty. Despite the cacophony of opposition, it never becomes too overwhelming or difficult to deal with, and you are never pigeonholed into repeated deaths from unfair angles. Once you've obtained the invincibility red brick (or cheated to get it, since the Lego games are always a code user's haven,) I implore you to stand in the middle of a fight scene with constant streams of drones pouring through the doors and see just how much can appear on screen at once.
There are 19 levels in all including the introductory level. Lego Harry Potter had some curiously short levels, and it carries over here as well. Many levels in Count Dooku's chapter are single screen, single scenario levels that should only take about 5 minutes to finish if you are paying attention to your surroundings, while you begin to see longer levels when you play the Grevious chase. Also new to this game is what the game refers to as "screen tag," which splits your characters up into different parts of the level to solve their own bits and meet up somewhere along the way. Ever wondered "Why don't they cut through stuff more often with their lightsabres?" Your curiosity should be satisfied since you get the option to cut through plenty of things. The novelty does wear a bit old, however, especially when you're in the middle of cutting out a hole to climb through and are being shot at by a dozen drones.
Compared to previous Lego Games, this one does not carry the same sense of fun into it that the other franchises did, and as a result, this game just isn't as fun as the ones before. Despite not being much of a Batman fan, I still enjoyed that game. Same with Harry Potter. This one started out promising, but by the end of it, it left me wishing that the next Lego game wasn't a franchise I really enjoy wanted to see in Lego form because a small part of me wants to be done with this engine and never play another Lego game again.
It's a shame really, this feeling that if you've played one Lego game, you've basically played them all. If you are addicted to the Lego series, or have a great fascination in Star Wars canon, or how the Clone Wars deals with its Lego treatment, it is worth checking out because at this point, you know exactly what you're getting, and how you're getting it. Luckily, this is not a full price retail release. It smartly hit shelves at a slightly discounted $49.99 MSRP on launch, which matches most Kinect titles and games aimed at a younger audience.
For series fans looking for just the new Lego game, however, be forewarned. From a fundamental standpoint, if you have played any of the franchise's adventure-type games in the last 5 years, you have played Clone Wars already with different characters or a different plot. Go follow the advice of Lego Rock Band and see if you can stack 6 lego bricks in the 6 billion different ways the game says you can do, because there's more variation in that. With these games now, there's just no diversity. Quite honestly, when I pop in a Lego Game, I can expect this exact formula out of it:
-Play Story Mode
-Unlock Gold Bricks
-Find Gold Bricks
-Build Minikits (or that game's equivalent)
-Try to Obtain True Jedi/-Complete Story Mode
-Play Free Play
-Find the Last Gold Bricks
-Find the Last Red Bricks
-Finish Building Leftover Minikits (or that game's equivalent)
-Finish Obtaining True Jedi/Indy/Batman/Wizard
-Get 100% after obtaining everything
-Play a bonus level for an achievement
-Collect achievements along the way for beating each level, getting all bonuses and 100%, and a couple cutesy role reversals.
-Enjoy the same basic engine with a different plot and different characters with the same abilities.
All of the above apply, and those seeking any change from previous editions need not.
Now considering these games always end up as Platinum Hits, it obviously continues to be a lucrative franchise, and therefore I continue to see value in the family gaming aspect of this. However, I continue to feel this whole concept is getting dragged mercilessly through the production line onto retail shelves. This is by no means as bad as the Guitar Hero Franchise yet, of which we bid recent adieu, but it certainly is not far from there at this point. What was once a great concept and a fabulous spin on gaming and franchising is now getting a touch old. Clone Wars won't even be remembered as the best Lego Game, despite the consistent improvements made. That spot may be reserved for Harry Potter.
It's hard to hate on such a fundamentally sound gaming franchise. The Lego Games are never buggy or glitchy, and throughout the way, they have always fixed any game design flaws (such as the on-screen rubber banding effect that plagued multiplayer in the old games) while adding a couple bells and whistles here and there. In that time, even EA and THQ have identified the gaming world is much different than before, and has become much more of a fly by night society. You can no longer say any of the yearly franchises like NHL or Smackdown vs. Raw are "exactly the same" every year because so much work is done in between, except to in-game graphics, which often stay similar, or show little change. Engines, sounds, entire experiences are changed. I don't see that here, or I see almost the opposite. The graphics and the plot are different, but the same sound effects show up, the same basic control scheme and the same basic expectations remain game-in game-out. Never once have these games become so boring they aren't worth playing, but there comes a point where that sense of deja vu is so prominent, you crave change.
Furthermore, these games have never sunk to the point where they are an obvious cash grab where the company has mailed in their efforts knowing they will sell out anyway. I'm sure that as long as Lucasarts and Traveler's Tales turn out million sellers on this Lego Engine, things won't change that much, and you will continue to see simple extensions to this Lego house, but until then, an exhausted gamer can dream.
sábado, 22 de octubre de 2011
STAR WARS: THE CLONE WARS “The Citadel” Season 3, Episode 18 – This was a nice return from the previous psychologically heavy arc and back into a the mission driven, action packed adventure that feels appropriate for Star Wars: The Clone Wars.
We spend the episode with the Jedi and their troops as they attempt to break into The Citadel to free one of their captured comrades, Master Even Piell. Anakin’s plan to deceive the life form scanners by freezing their team in carbonite makes for a series of cool shots that looks and sounds just like the same scene with Han later in The Empire Strikes Back. While it all looked great and the idea was really brilliant, I’m still a little bit confused.
In The Empire Strikes Back, Darth Vader ordered that Han Solo be used as a test to find out if humans could survive being frozen in carbonite because his plan was to eventually do that to Luke Skywalker. Modifications to the carbonite freezing device were made so that they could successfully in keep Han alive in the carbonite form. At the time it seemed like kind of a big deal since even Boba Fett was concerned that his bounty would be lost if Han was killed in the process. If Anakin and an entire team of life forms had already successfully gone through the process, why would he, as Darth Vader, later suggest that Han be used as a test? Anakin had no doubts about it today, why would he doubt it later? Could Darth Vader have ordered that test sarcastically? In The Clone Wars episode, everything went so smoothly, the technicians responsible for the carbonite freezing process offered no concerns or suggestions for mechanical modification and the freezing and thawing happened so quickly without any more than a stiff neck. There was only some very minor and jovial apprehension and Rex musings (mirroring Han’s later concerns) about becoming a wall decoration. If one of Anakin’s team had not survived the carbonite freezing, I might see how Darth Vader would want to test the machines on Han before using it on Luke, but it now seems less likely considering that in this experience, suspended animation through carbonite freezing had a 100% success rate.
My confusion aside, I liked the Ahsoka and Anakin dynamic here. I liked Ahsoka pointing out that she was following Anakin’s example in being stubborn and making her own decisions about where she needed to be and how she would risk her own life. She did prove useful in breaking into the Citadel, so I’m sure it both frustrates and pleases Anakin.
I enjoyed the droids manning the ship to deliver the Jedi to the Citadel. Droid humor cracks me up. I was not really a fan of Osi Sobeck who sounded like a weird Jay Mohr impression of Christopher Walken. To me, he sounded kind of silly instead of being a menace – he may later prove to be a total bumbling fool which maybe would make his silly sounding voice fit better.
The highlight of the episode for me was probably the action sequence with the insane capoeira-ninja Citadel special units droids that bounced off the walls. They were beaten with relative ease, but I still liked watching them fly while lightsabers swung and blasters colored the air. Actually, most of the explosions and battles were animated fantastically – when a chain explosion blows through the fortress halls, the fire moves with a life of it’s own. Very cool.
The gang rescues Captain Tarkin and splits off into a two groups to escape the Citadel. The introduction of Tarkin, one of the biggest villains in the Star Wars universe, is exciting. Right away I’m wondering what is going on in Tarkin’s wicked little head. Does he have something up his sleeve? He seems to already have something against the Jedi – well at least Obi Wan and Anakin – so I’m really looking forward to seeing what role he’ll play in this arc. He seemed to smirk a little bit after Anakin admonished him for his lack of gratitude. I wonder if that’s a malicious smirk, or if that’s a smirk of interest in Anakin. I guess I’ll have two weeks to wait for the next Star Wars: The Clone Wars to find out.
viernes, 21 de octubre de 2011
During special press events and official roll-outs last week, Disneyland unveiled a new Star Tours updated with new scenarios from all six Star Wars films and cutting edge, high-def 3D technology.
Star Tours: Tour to Endor took visitors on a wild, far flung journey through the galaxy as a helpless pilot droid (RX-24, voiced by Paul Reubens) accidentally flew a tourist flight into harm’s way through asteroid fields and Imperial ships before arriving safely back at space sport.
Using motion simulators and visuals created by Industrial Light and Magic, the original Star Tours took a lighter, more kid friendly approach to the Star Wars universe – even crewing the lost tourist ship with a comedy relief machine disguised as a pilot.
But, the old ride was showing its age with aging simulator technology and a representation of the Star Wars universe that didn’t include the added lore of the prequels. So, after more than a year offline for refits, the attraction reopened as Star Tours: The Adventure Continues. Disney offered CraveOnline a chance to tour the ride in style for an overview.
The line for the ride moves through an environment similar to the original ride, with new and improved animatronic C3PO and R2D2 bickering while they prepare a shuttle for spaceflight. But, it’s made clear that this is no longer the post-Battle of Endor Star Wars universe. The new Star Tours takes place in between Revenge of the Sith and A New Hope, with Darth Vader and The Empire in full control.
As riders close in on their prototype shuttle, new high-def screens feature ILM-created ads and imagery about tourist destinations and the ride's security procedures.
Once you arrive in the motion simulator, you realize the ride went through a rewrite and made a very sensible change. That Pee Wee Herman robot was annoying and never fit in the Star Wars galaxy. Why invite idiot droids when you the movies gave you perfect, likable protagonists with C3PO (voiced by Anthony Daniels) and R2D2. They take control of the misguided ship once you’re belted in and ready to fly.
With Dolby-fueled 3D technology featuring new CGI animation from ILM, the upgraded ride takes visitors to a mix of two of any six destinations, including Coruscant, Hoth, Kashyyyk, Naboo, Tatooine, and The Death Star. For our first ride, we visited the planet of the Wookies and braved an assault on a new Death Star’s main reactor. For the next go around, we visited the underwater world of Naboo and Pod Race on Tatooine.
With three different opening sequences and three unique endings, riders can hop on the new Star Tours 5 times and have a different adventure each time.
Along the way, the classic characters vary with the destinations. Darth Vader will have a go at you, but you might also run into Chewbacca, Yoda, Boba Fett or (sorry) Gungans.
The average 4:30 spent in the simulator features effective 3D imagery with passive glasses and a motion hyped-up motion simulator with new bumps and grinds.
A quick note to parents and shorter visitors: Pay close attention to the standard issue height warnings posted by Disney. If your feet can’t reach the simulator floor, you will get a violent toss-around. My companion on this ride comes in at just a shade under 5’0”, and she took a good jostling rough enough to jerk her head and eyes away from the entertaining action up front.
That warning aside, the new Star Tours is pulling in lines more than two hours long and filling the Star Wars gift shop at the end of its journey. It should keep fans coming back for multiple trips around the galaxy for years to come.
jueves, 20 de octubre de 2011
Star Wars: The Old Republic that developer BioWare first developed for its critically acclaimed 2003 RPG
James Ohlen: Players are able to customize the appearance of their companions in two ways. Because companions are full characters with inventory slots, players can change the equipment their companions are wearing. You can give your tough-as-nails Mandalorian warrior companion some badass Mandalorian armor. Or you can put her in clothes reminiscent of Princess Leia's famous gold bikini. Players can also change the skin color, hair, and facial features of their companion characters. We wanted players to have more freedom than in any previous BioWare RPG when it came to companion customization.
GS: We also understand there will be a new companion controls system that assigns an actual class to your companions. Tell us about how this system works and what it will add to the game.
JO: Fans of BioWare games are used to their companions having almost as much depth as the main character. We felt it was important that we do the same thing in SW:TOR. Companions have a class and can also level up and gain a full suite of combat abilities. They have their own ability bar, just like the players do. Players can also modify the artificial intelligence of their companions' behavior on the fly.
GS: So now, companions will gain levels and even unlock skills. How in-depth will companion advancement be--is it as in-depth as player character advancement? Will they be able to choose advanced professions?
GS: Why was the decision made to flesh out companions and their development? Did part of the decision have to do with a need to more closely complement the skill set of individual characters, for instance?
JO: We were originally a little gun shy about making the companions too complex. In a single-player BioWare RPG, players have the option to pause the game and micromanage their companions' actions. In SW:TOR, the game takes place in real time, all the time. In high-stress scenarios, such as war zones and operations, the added complexity of managing a companion would be too much for a lot of players. However, the AI for our companions turned out better than expected. Players who didn't want to micromanage their companions didn't have to. In addition, we actually removed companions from war zones and operations, as we felt these activities should be entirely controlled by players. So we decided to add a lot of the depth that we had removed early on in the design process back into the game.
GS: We know that you don't have to manage your companions' actions all the time and can basically leave them on their own to pitch in with their standard attacks in battle. But we understand that part of the new companion content lets you get more specific in setting their behaviors. What kind of controls or artificial intelligence can you set for your sidekick? Can you give us some examples?
JO: We knew that there was going to be a large group of players that didn't want to micromanage their companion. Since every player has to use a companion, it was important that we didn't force a gameplay style on those players. We added a system where players can customize the AI of their companions. You can decide exactly which abilities your companions will use and which they won't use.
GS: Can you give us a general update on the game and its progress? What's being focused on in the beta at the moment?
JO: We're getting really close. You can play the game from start to finish. You can play the end game content, including flashpoints and operations. All the core game systems are in. Right now, we're making some balance changes to the space game, to the itemization progression, and to the leveling curve. We're improving enemy AI across the game. We're polishing late-game quests. But mostly we're focused on bugs. We want the game to hit the high standards set by previous BioWare games, and that means providing our fans with a polished experience.
JO: Companion characters are going to be a significant innovation to MMORPGs. All of the testing feedback we've received so far on these characters has been extremely positive. We didn't expect something so core to the BioWare experience to be such a wonderful surprise to MMORPG players.
miércoles, 19 de octubre de 2011
Originally announced at the 2010 Electronic Entertainment Expo, Kinect Star Wars is set primarily during the time of Star Wars Episode II: Attack of the Clones, with overlapping bits of the other prequel trilogy films and nods to the original Star Wars trilogy as well. Players will take orders from Yoda, cleave their way through armies of battle droids, and use Kinect-enabled Force powers to battle the Dark Side.
The game's hardware bundle will include a 320GB Xbox 360 console with an R2-D2 theme, a metallic C-3PO controller, a white Kinect sensor, and a copy of the game for $450. For comparison, the current 250GB Xbox 360 Kinect bundle with Kinect Adventures sells for $400.
martes, 18 de octubre de 2011
El experimento hace uso de el iPad 2 de Apple y la tecnología Kinect de la Xbox 360 de Microsoft para mostrar a un personaje en tres dimensiones a a través de la realidad aumentada.
En la prueba que se encuentra en una fase inicial y aún no cuenta con una proyección precisa, se puede ver al creador viendo con su iPad, cómo su figura se mueve, habla e interactúa con objetos.
Previamente, la persona fue grabada con el uso de Kinect para realizar las modificaciones del tema a través del ordenador.
lunes, 17 de octubre de 2011
Powered by 3 x AAA batteries, the R2-D2 Planetarium will be able to run for 3 hours continuously, projecting an area roughly 1.5-2.3m (4.9-7.5 ft) in size. It also stands about 8” in height and will be able to project about 10,000 stars onto your ceiling, or so they claim (who’s counting?).
If you’re wondering what on earth is that extra big star in the picture above, it’s not a star, well not technically at least. It’s actually a projected image of the Death Star, right in your own bedroom! Almost makes you feel like you’re living in the Star Wars universe, doesn’t it?
If you’re interested in getting your hands on the R2-D2 Planetarium, just head on down to Japan Trend Shop and pre-order it today for $88.
domingo, 16 de octubre de 2011
Una curiosa colección de caricaturas que muestran una mezcla entre los personajes de Star Wars y Los Simpsons.
Parece haber una tendencia incansable a “Simpsonizar” a otros personajes pero esta no es menor a recrear de cualquier forma posible a los personajes de Star Wars.
Así pasa con los objetos “de culto”.
sábado, 15 de octubre de 2011
The Grevious fight in the rain is great, but where 'Shadow Warrior' excels is a sequence that echoes back to Darth Vader luring Luke Skywalker to a duel at the conclusion of The Empire Strikes Back. Anakin finds himself the victim of a similar trap, and must face Count Dooku and a small army of Grevious' body guards as a result. It's an intense fight in close quarters as Dooku calmly uses the droids and the environment to slowly and systematically beat Anakin into the ground.
Overall, 'Shadow Warrior' offers up an above-average plot for the series that takes a few unexpected twists and turns along the way. It's impossible to avoid the Gungan-speak, but if you can tolerate it, there are some fantastic action sequences and sharp visual effects in the foggy Naboo swamps to kick back and enjoy.