Skyrim is right down the corner!

GTA New Trailer announced

The official website of Rockstar Games has just awakened the interest of the players with the announcement of the first trailer of Grand Theft Auto V for the upcoming November 2, 2011. With a large-scale logo and a simple “Trailer 11.02.11”, the developer of video games has concluded with the rumors about the next installment of the saga prolific gangs, drive and action.

Viewing only the teaser with image, it is not possible to discern what will hide behind the fifth installment of the series numbered. According to rumors, GTA V could be set in the city of Los Santos, shown first in Grand Theft Auto San Andreas.

The presentation of Grand Theft Auto V coincides with the tenth anniversary of the launch of Grand Theft Auto III on PlayStation 2. The third installment of the series will also debut on mobile devices with IOS and other systems.

Battlefield 3 vs MW3

Battlefield 3 is released in the U.S. today and Friday in Europe and it is, according to Electronic Arts, “the biggest launch” of its history in the genre of first-person shooter. The game reserves of EA DICE are close to three million units worldwide since the data dumped by the multinational.

Despite having achieved a 9.5 in its version for PC, to attract the attention of millions of players with their beta and show, by right, the great work of the study, competition, Call of Duty Modern Warfare 3 continues to outpace in reserve action game published by Electronic Arts.

The work of Infinity Ward Activision and recorded reserves of only 1.9 million units for Xbox 360 version in the U.S.. If we add to this data reserved for Playstation 3 games (773 042) and PC (84 716) as well as their counterparts in other markets, the figure is over three million copies.

The premiere of Modern Warfare 3 will occur officially in November for the PlayStation 3, Xbox 360 and PC. What person shooter end up taking the upper hand commercially speaking in this season of the video game industry?

Zelda the Skyward Sword preview

Following the initial contact with the haughtiness and memorable start Skyward Sword, Nintendo has invited us to continue to discover all the benefits of their game for these navideades star. We walked into the first bottom lands and dungeons with the new Link of heaven in one of the most precise and perfect gameplay we’ve seen in years. This is the last sweeping open world The Legend of Zelda for Wii.

Great, great. It is the first adjective coined Zelda: Skyward Sword when we talk about this game and iconic in the future. Has managed to reinvent the powerful formula ever to Wii MotionPlus and adapt their capabilities and create an experience as classic as groundbreaking at the same time, really benchmark guidelines today We have again demonstrated in this second session of more than four hours we spent with him. Now it was to see how truly expanding Skyward Sword, get to the bottom lands and the first hours of play on an open world full of enemies, puzzles, decks, doors, exploration, improvement and travel. The plains of Hyrule classic has been redesigned in what will be a vast world with forests, caves, lakes and volcanoes town of temples, different civilizations and legends, especially legends, with a genealogy of the early universe itself in the saga. The promises to be the greatest Zelda of all time has taught us much of his exalted at the same substantial content.

We will not do any spoiling of how the search goes to the priestess Link Zelda, how is improving almost before we realize that the plot will be deeper and more mature of all deliveries, with the entire cast of naturist values added to a new standard that takes the argument a step further and provides a narrative much more effective than the usual hero’s growth picks up as new tools in the coffers of the great temples. In Skyward Sword mechanics and history are not so, are based instead on forging relationships that will link with all the characters in its path, each with their interests, lifestyles and contributions to the central thread. We say that the part we’ve played, this start after losing land Altarea clouds is fairly linear, with a map very, very large as a starting point, we may place beacons into the sky rays that are from anywhere-but extremely section so that our progress is measured as we learn more and more with the character but could not get out of the plot marks. That is, fall from heaven, we did not visit a Hyrule where their cities or try to enter temples still boundless. The Zelda overworld this clear it is much more than other times, little by little, with rough terrain posed a new puzzle at each step: a joy playable.

For example, the Forest Farone is the first great location we visit behind the Earth and the Temple of Presidio. In Farone is no room for paths, trees, waterfalls and giant mushrooms, but also for countless cliffs, enemies of the field, vines, loose cords, which hang from ledges or strains for which jump carefully. It is appreciated that Skyward Sword is the full evolution of the classical formula, therefore, that almost looks like a platform game open world could be the first Jak and Daxter and Spyro, but with a design that challenges both the player is not difficult then get stuck not knowing how to move forward. The game is challenging, perhaps the hardest Zelda all exist, but we can count on the help of many councils, actually many and varied for each situation, our companion on this occasion or stone of Altarea Sheikah, then up every time you want from a statue save quite common and should be used to go to expedite travel between zones. It is also vital continually catch up as we go, for example, pushing fallen logs to serve as a step from below and reach high or displaying outgoing lianas and faster roads. At least in Farone and the first dungeon, the Temple of Contemplation, the stakes are high with the scheme to reach, explore, interact with everything possible, and shorten the way for subsequent visits to the rooms.

This translates into gameplay in total absence of sensation of heaviness that did have other Zelda where you had to go over and over aisles. Now, we also give another example, when a dungeon just go out through a back door somewhere else that gives the game world. Have leveled really playable aspects to be very satisfactory experience, not so easy. If we lose all hearts back to our last save point with all the vitality filled. If we fall into the void, reappear next to try again directly, or solve a particular puzzle to open a door, it will always remain open, giving us the feeling that every time we have more power and possibilities on stage, we modify , and of course without any loading time between zones or graphical errors in absolutely nowhere. Skyward Sword has continued to prove that technically it is devastating, the most robust catalog of Wii at the same price, details and comprehensive. A hit to have chosen this engine, but for anything other than risky. You can read our impressions with the visuals of the game here.

We have also known the Kyu Farone, a race half plant half animal-headed charges us our first mission to change the slingshot and information on the whereabouts of Zelda: we had to be rescued in the vicinity to all kyu frightened and lost. This was no other way of carrying out the work with the new ability to crawl through the Divine Sword. With first-person view, to point toward a certain direction the sword is bright, the controller vibrates and hear a beep continuously growing as we get closer to goal, kyu, we could select from a drop-down elements to search. We can move with the reastreador active, slingshot or bow. We were also presented magic cubes, which involve some additional secrets that will be raised to the heavens with the power of the Divine Sword to become secondary challenges and additional objects. While all this talk about later, the truth is that Skyward Sword has taught us that to finish at 100%, along with a variety of play and long hours, we have to do with the multitude of extra missions, each more fun and wide

StG Gamers Tv

FIFA 12: Back to the 90’s?

EA Sports makes us reach 2012 version of his classic football game, leaning on a license is unbeatable as FIFA. The guys from Canada have since the arrival of this generation a level unattainable by rival Konami, especially technical and visual level. But it has been very clear from the first and very best versions of this series on current platforms that the technique greatly affects the gameplay, something that is still demonstrably moving only see each other. While PES is affected by an animation engine obsolete and insufficient, FIFA has a smooth animations and a number of well above its rival. And that’s counting the Konami game this year has substantially improved the speed of the animation transitions and response to the pad, somewhat closer to what was expected of them this generation.

With FIFA12 has also become clear that if something does not have EA Sports programmers, is complacency. Instead of simply using what they had done and update certain elements of the game, as well as databases, have struggled to get more edge to an attempted simulation more than pleasant, more fun and more than deep. They put all eggs in one basket to add new aspects that affect the entire game both in attack and defense, but this year the palm takes the defensive side. When trying to balance the offensive and defensive variants, one must take into account the opportunities given to both as to the other, and all factors affecting both. If the attack side of the carousel had a very extensive dodges and feints, something must be done to match the defense at that level of complexity …

And this idea has worked what has been called one of the clearest and key developments this year: defense tactics. This new system is aimed precisely contention that effort: to contain the attacks of the opposing team. This has totally changed when defending controls in previous years (which can also activate the configuration for which it becomes comfortable with this system, but be advised that online level may only be using the new system and will not want to get used to again return to traditional), and given a new more conservative approach, but also more strategic, more realistic. The mentality has to change to the force due to the difference in approach in a way to defend (which is to now) with the previous one (more focused on the pressure and 2 to 1 defensive).

For this new system is designed a button to “scramble” where our top player possible routes of entry to the area or passing lanes, until it loses its position and avoid breaks in speed. Also moved using the button of “theft,” concrete action to put the foot and try to steal the ball. Now each time the button leads to theft independent animation and needs to be carried out until the end, resulting in a steal if successful or a loss of position, balance and reaction time if we fail. Measure will need to know very well when to intervene. The chances of either outcome are diametrically opposed, and while one can make us steal a ball in midfield, the other can leave the front just before the goalkeeper … thus when we think when you put the leg and defend the area only. We may also ask for help from a fellow to defend and cover more area more passing lanes, leading to attempts to make theft coverage, which can make it go forward one, but the next by the pressure can rob you the ball. These are designs that level but appear bright approach, put into practice are not so much as promised … but we will discuss later.

We must also point out another reason that’s being taken into account when to attack, and is the new “Dodge accuracy.” This Dodge is to take greater control of the ball in tight spaces (against a band in a corner inside the area surrounded by defenses ,…) and take advantage of shifts and changes of direction in a small area of ​​land . If something was missing from FIFA was an exhaustive control of the ball in short millimeter, and with this system is intended to cover dribbling his absence and give the user more outlets in attacking positions and moves. Have also been enhanced in some players considered the “brains” of your equipment (Xavi, Ozil, Iniesta ,…) a broader view of the play, and a higher value on accuracy when a pass . They have expanded their field of vision to “read” the play more clearly and quickly to give the pass is higher than in the other players, something quite normal and due to this kind of players. It is easily noticeable development in this regard.

FIFA11 is coming!

On Tuesday 22, we attended the presentation of FIFA 11 in the Palacio de Deportes de Madrid. The event was presented by Ian Jarvis, producer of the game in its PC version, and David Rutter, nothing more and nothing less than the producer of FIFA manager in the next-gen.

At the launch were announced little new about what we told you already, but the main changes we see how the game is being consolidated into a beta that is already 75% and presented as the following strengths:

New pass system

The pass has a manual component, we must control the power forever.
With Fifa 11 will not be as easy tiki-taka play mediocre teams could do so far. In the words of Rutter’s the end of “playing ping pong.” Now we can draw on the skills of players like Xavi, Cesc and Iniesta, since the players can only stun the opponent as we wish. If we try to do the famous “cage” with pins bad teams are likely to end up giving the ball because of an inaccuracy or poisoning to leave us losing possession.

Improved artificial intelligence, especially goalkeepers

Players without the ball are not static but uncheck launch, seeking space, retrieve the drag defensive position behind or to relieve the middle of the field. The goalies now are manageable, they read plays better and to rectify their actions if there are rebounds.

The players are more like their namesakes.
Custom players

EA has spent great efforts to customize the players. They have up to nine models incorporating standard bodies and 130 other players bases to achieve a realistic body in the aspect of the players unheard of until now. Many efforts have aimed to represent the highest reliability with the big stars, playing his gestures and practices in the field or working in the celebrations for the movements to joints and facial aspects are identical to those of reality, they call thatPersonality +. There will also be a tool that allows editing entirely by players and teams from the computer.

New leadership of the new ball and dribbles.

You do not need to memorize a thousand combinations to break out of the opponent, simply the new way of driving the ball it will be enough to advance on goal. Watermarks reserved for the players who actually used in reality as Robben and Cristiano Ronaldo, cases that customize the type of dribble.

New stadiums and incorporation in the Russian league

In FIFA 11 we find 20 percent more realistic stadiums. Another novelty is that we can access and learn a little bit better the Russian League this year and will join FIFA.

More rebounds, more realism in the fighting melee

Another of the big news is undoubtedly the change in melee fights. The game in the Fifa 11 is more contact, and we see the infighting gained prominence and realism in some phases of the game. For example, a player short and small, can end up biting the dust if you dare to face a very black and tall. They also appear more rebounds, which gives the feeling that the game is closer to English football. Still, have told us that they are still working to give more fluidity to the game, and we may see some changes in the final version.

The actions of the parties is, if anything, more robust.
Changes in the audio

From now on you can put your own songs or songs and put them in the middle of the game. So you can create a custom anthem for your computer or record screams of encouragement that will surprise your colleagues. Even though it was rumored that could be shared, EA has finally ruled out this option because of problems with copyright, among others. Spanish commentators continue to be the mythic Manolo Lama, Paco Gonzalez, who despite his break with the SER has not missed an appointment with FIFA. As a curiosity, we should add that (finally!) Would correct the name of the temple and you will be called Barca Nou Camp. They also predict that the inevitable failures comments can fix with patches.

A new way of replacing the 15 seasons Be a Pro
Elimination of Be a Pro replaces it with a Career Mode.

Have been removed and the manager mode Be a Pro mode and have built a career mode where you can be a player, coach or player-coach. For 15 seasons you will see how it improves your team. There will be two periods of signings and not just your league, also in the whole world to see that there is movement and not just you who is improving his squad. But they have improved, “and will not be the case in which you’ll see Ronaldo in Luton,” says Rutter.

According to him, too, “we have incorporated a lot of feedback to Be a Pro”. It seems that the rewards or penalties that gives you the machine will be better managed, do not play games on the same day … and also seek to incorporate new ideas, international calls, private life of the players, who can still make it go better.

All of a series of improvements that raise the game and can place it as the best football simulation ever. And although, a priori, FIFA has not made major changes, just play a few games to find out that you will never again play FIFA 10. Impressive especially the new AI goalkeepers and players without the ball, and the total realism in the appearance of the players, to the point where we can see how it is soaking the shirt if it rains or the gestures of anger thatfootball players do flesh and blood.

Although when you first look to him a little bit you have to relearn how to play (especially in the passes manually), it is very natural and you realize the impact of lack that made improvements designed both care by EA. There are still things to polish and others by revealing (what will happen to Leave Season mode or Virtual Pro) but as every journalist present agree is that things look good, very good! We are eager to pass quickly the two months leading up to the launch and we can enjoy this game for all soccer.

Gears of War presented at ComicCon

At ComicCon, the event that takes place these days in the U.S., Epic has revealed new details about the awaited Gears of War 3. In a round table which had the presence of Cliff Bleszinski, Rod Fergusson, the writer Karen Traviss and some voice actors, it was revealed that the game will feature co-op mode both online and offline, though online mode only be accepted to foursimultaneous players. In local mode, the cooperative will be limited to two player split screen.

The game will feature the presence of Bernie Mataki, a character who so far had appeared in the novelizations of the series, and will also feature the voice of Claudia Black (Chloe Frazier Uncharted 2) and Sam Byrne.

Regarding the film, Bleszinski said, “we had on paper was like 2012 (the movie) which would have required a huge budget and would have made it look to people cut in two with a chainsaw, but not the son of starring Will Smith. These things take time, but let’s do something amazing. “He also alluded to the fate of Carmine Clayton, who will decide the fans buying shirts for their avatars. “By the way, if he dies, we will do so spectacular,” Bleszinski told the audience.

On the other hand, it was confirmed that some achievements of Gears of War 2 will be utilized in Gears of War 3, which will be launched in April next year.

Street Fighter and tekken united

The characters of the two recognized series of struggle Street Fighter and Tekken are merged into two crossover as announced today at the “Street Fighter IV and Beyond” by the hand of Yoshinori Ono, producer of Capcom, in this Comic- Con in San Diego.

The conversation was interrupted by Katsuhiro Harada to announce the collaboration of Capcom and Namco to create both titles. Tekken Street Fighter X will be based on the gameplay of Street Fighter IV and Super Street Fighter IV, this being the title in the crossover today. The live demo showed a fight between Ryu and Kazuya, who joined Chun-li and Nina Williams in tag mode. The title, still under development, will be released on PlayStation 3 and Xbox 360, as will X Street Fighter Tekken produced by Namco and more faithful to the gameplay of Tekken series.

Alien Swarm Free Today!

Valve has surprised the world with an unusual announcement. This is the title Alien Swarm, which uses the Source engine from Valve itself. But more surprising is that the game will be available today and will be free. As if all this were not enough, the studio has decided to distribute the source code also free to set an example to take advantage of Steamworks. Regarding the game itself, Alien Swarm is a cooperative action game overhead perspective.

Alien Swarm history dates back to 2004. Then it was a mod for Unreal Tournament 2004 developed by Black Cat Games. A year later, the study reported their intention to release another free of charge and another commercial, this time using the Source engine. In September 2007 the study disappeared without a trace. Now Valve has stated that hired the development team to work on the series Left 4 Dead and Portal 2, but still the boys from Black Cat found time to complete this Alien Swarm.