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Posted by PlayStation Blog Aug 10 2010 03:22 GMT in ModNation Racers
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Greetings from Vancouver, Canada! My name is Scott Nielsen, a producer at UFG and I’m happy to report some good news.

Last week an issue was introduced with the release of Title Update 1.02 that affected XP Races and XP Series resulting in situations where players were unable to load into the respective XP Races. This issue has been addressed in Title Update 1.03 which we are currently scheduled to release during our regular maintenance window tomorrow morning (Tuesday, August 10th).

I’d also like to take a moment to try and provide some insight into our game and hopefully some clarity surrounding the load times in ModNation Racers. This is a subject that both our fans and the team are very sensitive about and we want to assure you that a lot of work has been done in order to address these issues. We have made some significant strides to improving the user experience in ModNation Racers with the release of the Title Update.

Custom Creations means A LOT of Data
As you know, ModNation Racers can’t be compared to most racing games as it lets you create your own experience. That means we have races where each Mod and Kart are all different. Each of these creations are made up of hundreds of individual textures that are fed into our compositing system to create the final creation. As there are up to 12 players in a race, each with a Mod and Kart, we need to do this 24 times for a single race. That’s a lot of data!

Making Tracks
In regular racing games, track data is packed onto the disc for loading, but ModNation is not a regular game. One of our focuses on ModNation Racers was to make it incredibly quick and easy to share your tracks online. To enable this, we store tracks as blueprints for rebuilding, which are very small on disc. To build a track in the code, we have to first load up this blueprint, then we need to generate all of the additional data for the track and then start compositing. Both these steps are not simple, but they are necessary to bring our tracks to life.

So as you can see, there were a lot of tradeoffs involved in creating a game that allows creating and sharing. We tried to strike the best balance we could between all of the competing priorities. Creativity is so important to us, and the ModNation community, that we didn’t want to sacrifice the amazing flexibility that we have made available.

Breaking Down Load Time Improvements
It’s important to note that we made a number of significant changes to the game flow in order to improve the user experience in ModNation Racers. We focused our efforts on making improvements to high-impact areas of the game; specifically when doing Career Races and Online Races. In fact, the biggest improvements you will see are when doing multiple Career Races or Online Races.

You should see a reduction in time when loading from Career Central into a Race, plus significant improvements when returning from a Career Race to Career Central. What used to be around 30 seconds now takes about 6 or 7 seconds. Online Racing sees very similar benefits when returning from a race to the Gameroom. Changes made to the flow of XP Races have significantly reduced load times when returning to the Gameroom from an XP Race. What makes this great now is that when you find a group of people that you are enjoying XP Racing with, you are able to stay matched with them as opposed to returning to the ModSpot and having to get matched into another XP Race with different people.

We’re confident these changes provide a more positive user experience for the ModNation community. With a game like ModNation Racers, we thrive on the strength of our community and we want to do everything to make sure you have a great time with our game.

A big thanks from all of us here at UFG for supporting our game!


Posted by Joystiq Aug 10 2010 04:00 GMT in Pokemon Black / White
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If you consider yourself a budding Pokécartographer, you should turn your eyes to the official site for Pokémon Black and White, which was recently updated to reveal the layout of Isshu, the region where the title's all-catching will take place. The interactive map, which can be viewed by visiting the site's splash page and clicking the link below the Pokémon White logo, shows a few screenshots of Isshu's varied locales, and gives a few hints as to how your quest will unfold.

Of course, much of the map is still uncharted by these little tips, so we've yet to see a few of the series' staple environments. You know, like the huge town with the humble casino and gigantic, unnavigable department store? The disturbingly out-of-place mausoleum tower? The final road you have to spend hours grinding on in order to beat the Elite Four? That place on that same road where you quit playing the game forever?


Posted by Kotaku Aug 10 2010 02:00 GMT in Kinect
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#xbox360 Microsoft is offering a "limited audience" of Xbox 360 owners an opportunity to beta test Kinect and changes to Xbox Live before they're scheduled to hit in November. Check your e-mail to see if you're on the list. More »

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Posted by Kotaku Aug 10 2010 02:30 GMT in NBA Elite 11
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#clips As tipped last week by a preorder bonus on GameStop's site, the "Become Legendary" mode for NBA Elite 11 is indeed the game's singleplayer career, the first for the series. This video gives a taste of what to expect. More »

Posted by Joystiq Aug 10 2010 03:00 GMT in NBA Jam
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It's easy to take jamming for granted. In NBA Jam, lighting one's self on fire and pulling off "the mad crazy dunks" looks so simple. It seems like all you need are some colorful shoes and a deep determination to dish rocks but, as creative director Trey Smith informs us in the video past the break, it takes more than that -- specifically, it takes knowledge.

And that's the inspiration behind bringing back Mark Turmell, the lead designer and programmer on the original game. It's allowed EA Canada to identify what has been internally referred to as "The Turmell Hit List," a list of initially overlooked issues Turmell brought to the table.

Posted by GoNintendo Aug 09 2010 21:06 GMT in Nintendo Stuff
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You might not be able to get any work done on that thing, but it’s certainly a lot more fun to look at!

Posted by GoNintendo Aug 09 2010 22:19 GMT in Nintendo Stuff
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I do this kind of thing all the time. I’ll hang onto the best stuff I have for teh entire game, because I’m always worried that I’ll need it. Then I end up beating the game, and realize that all of those long held-onto items were nothing but a waste of space in [...]

Posted by GoNintendo Aug 09 2010 22:27 GMT in Nintendo Stuff
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Did you know that Shinji Mikami of Resident Evil fame was also in charge of the SNES Goof Troop game back in the day? Talk about a completely different type of game! Above you can see his signature on an original game box, complete with a little tongue-in-cheek message. You can read [...]

Posted by GoNintendo Aug 10 2010 00:07 GMT in Nintendo Stuff
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Looking for a new way to listen to some of your old favorites? Perhaps a remix project is just what you need! Hit up the link below to check out this free remix album, and get down with some old-school Sonic tunes with some new kick! Album here

Posted by GoNintendo Aug 10 2010 00:10 GMT in Madden NFL 11
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A portion of a Roboawesome review… I am not sure I could totally justify purchasing Madden 11 for the Wii over the other options, but it is football. It gets the job done for sure. It does miss out on a few features usually found in football games, Create-a-team and Create-a-player to name a few. If [...]

A portion of a Dtoid review… The problem is that the content here is generally uninspired. With a better gameplay hook and some more interesting variables, BlayzBloo could have been a contender.

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Posted by Kotaku Aug 10 2010 01:00 GMT in Gaming News
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#clips The makers of Power Gig: Rise of the SixString, the rhythm game that uses a real electric guitar as its controller, want plastic guitar peripherals to die in a fire—or the molten lava of an active Icelandic volcano. More »

Posted by Kotaku Aug 10 2010 01:30 GMT in Gaming News
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#broadband Though today's much-discussed proposal was long on talk of transparency, there are two loopholes in Google and Verizon's plan for "Net Neutrality" rules, and, yep, one of them covers "gaming options." More »

Posted by IGN Aug 10 2010 01:35 GMT in Crystal Monsters
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A Pokemon knock-off that'll just make you like Pokemon more.

Posted by IGN Aug 10 2010 01:30 GMT in Absolute BrickBuster
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Worth two bucks? Absolutely.

Posted by Joystiq Aug 10 2010 02:00 GMT in Batman: Arkham City
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It turns out the new Batman: Arkham City game recently announced by Rocksteady in Game Informer has been in the planning stages for a while -- there are hints in Batman: Arkham Asylum that the cape and cowl adventure would expand its borders. A secret room hidden in the back of Warden Quincy Sharp's office has actually held concept art and a map of the upcoming sequel this whole time.

Players who finished the Spirit of Arkham quest to 100 percent the game will also know that Sharp has some extra agendas goin -- and don't forget that one of the domains registered by Warner Bros. for the sequel is "StopMayorSharp.com." So it appears that Rocksteady has already built story ties between the two titles.

Lead narrative designer Paul Crocker also tells GI that the second game will "shed new light on the events you saw in Arkham Asylum," too. Hopefully that means we'll (spoiler!) finally find out what's up with that little surprise scene after the credits.

Posted by Kotaku Aug 10 2010 00:30 GMT in MMA
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#roster Madden launch week is probably not the best time to drop pre-release hype for your sports game, unless you're EA Sports MMA. Those guys will take on anyone, anywhere, anytime. More »

Posted by Kotaku Aug 09 2010 23:40 GMT in Gaming News
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#printisdead Print is dying to the tune of a 5.6% drop in magazine sales in the United States for the first half of 2010, but one video game mag is still going strong. More »

Posted by Joystiq Aug 10 2010 01:00 GMT in Gaming News
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It seems all of our training exercises to develop our latent mind control abilities are starting to pay off. After months of attempting to bend the will of Square Enix's Tetsuya Nomura to try and get him to create a follow-up to 2008's surprisingly lovable handheld RPG The World Ends With You, the designer recently told Nintendo Power (transcribed by Siliconera) that "I definitely want to make a sequel." See that, Nomura? We're in your mind.

Of course, games at Square Enix are developed in a set order, and Nomura explained he's "very busy working on other titles right now, but when the time is right, I would love to make another installment of The World Ends with You." Now we just have to use our psychic powers to convince Nomura to go ahead and skip all those other games. Then we're going to make him do a funny little dance. Because we can.

Posted by Joystiq Aug 10 2010 00:40 GMT in Gaming News
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If you're the least bit worried about the massive workload THQ seems to have taken on -- seriously, just look at that chart -- you may want to avert your eyes from this particular story. During the publisher's investors call earlier today, CEO Brian Farrell explained that the company "will be unveiling an innovative new product a week from tomorrow in New York," later adding "we look forward to its launch this holiday season."

A representative from THQ explained that this new project is being developed by the "Kids, Family and Casual" (or K.F.C.) management branch of the studio, likely ruling out the chance that this unannounced project is that Saints Row MMO you've always dreamed of. We've contacted THQ to see if we can get any additional details about the project. Like, for instance, will it be crispy, or original? Can we assume it will be finger lickin' good? Will it come with its own secret blend of herbs and spices?