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Posted Jun 27, 2006 at 03:42AM by Jerico G. Listed in: News, Xbox Live, The Outfit Tags: THQ, WWII
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The OutfitThe Outfit has just undergone a Title Update to improve the online playing experience of this THQ creation. The implemented developments will automatically be available when the user logs in to his/her Xbox Live account.

We all know The Outfit already delivers quite a numbing punch in terms of gaming experience with its explosive third person WWII combat through an epic, story-driven campaign, complete with the freedom of total destruction. But now, the game has been tweaked thus producing these enhancements:

Matchmaking Improvements
  • Connection speed of each gamer is now visible in the Pre-Game lobby (green for good, yellow for average, red for poor). This enables easier detection in the host part which players have a poor connection speed, giving him the option of removing them. The Outfit uses peer-to-peer networking, so identifying and removing players with poor connection speeds before the game begins will eliminate lag for all players in a session.
  • Connection speed of each game is now also displayed in the Custom Quick Match and Custom Ranked Match lobbies (again green for good, yellow for average, red for poor), aiding players to stay away from games with poor connection speeds.
  • Players looking for a Quick Match to join will now automatically connect to the game with the fastest connection speed. Prior to this, Quick Match obtained the first game it found.
  • Players can now contact each other in every pre-game and post-game lobby.
  • Only your friends who have played The Outfit will appear in the Leaderboard “Friends” filter.
  •  Fixed an issue where Quick Match player numbers were being reported incorrectly.
  •  Fixed an issue where ‘Play Again’ caused the lobby size to be frozen at previous match’s size.
Gameplay Improvements
  • Both Ranked Quick Match and Ranked Custom Match game sessions can now provide Multiplayer Achievements.
  • Vehicles in particular, is as effective in multiplayer as they are in single player.
  • Vehicles can no longer be hijacked when they are moving at high speed, significantly reducing “hijack spam.”
  • Event queue messages now appear on screen for one second longer than before, giving players a better chance to read them.
  • Fixed an issue that caused the jump animation to play twice in certain multiplayer situations.
Multiplayer Tuning Changes
  • The rotation rate and health of Anti-Aircraft Emplacements has been reduced. If you can recall, before AA guns were too powerful given their cost.
  • 15% increase to health for all Halftracks and Tanks.
  • 25 FU cost increase to Anti-Aircraft Emplacements.
  • 50 FU cost reduction to Artillery Strike.
  • 25 FU cost reduction to Air Strike.
  • 50 FU cost reduction to Tech 3 Antitank Emplacements.
  • 10 FU cost increase to first- and second-tier Machine Gun Emplacements.
  • Calliope damage versus vehicles has been slightly decreased.
Now, what are you waiting for? Prepare your troops and immerse yourself to the virtual battlegrounds of The Outfit.

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Posted Jun 18, 2006 at 12:22AM by Rica M. Listed in: News, Rumors Tags: Jedi, Star Wars, Sony, Immersion Coporation
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ImmersionImmersion has unveiled (to a limited number of people) its new next-generation force-feedback technology. This allows for a greater range and strength of the "rumbling" effects Immersion's technology is known for.

After Immersion's case against Sony (which took place after Sony's exclusion of the Rumble feature from its PS3 controllers), it's no surprise that this technology was shown using a stock Xbox controller while playing a modified version of Star Wars: Jedi Knight II for the PC.

Aside from the more detailed and stronger rumbling effects in video games, this technology is supposed to be smaller, lighter and less power. During the said demonstration, the following array of force feedback effects were evident:
  • A lightsaber effect that caused the entire controller to quiver subtly, then pulse realistically when the lightsaber was deactivated
  • A heavy recoil effect when firing a rocket launcher, with the feedback trailing off as the rocket propelled into the distance
  • Rapid-fire vibrations from a machine gun; each individual jolt seemed to be synced directly to the gun's firing rate
  • A subtler "weapon switching" effect that gave you a hint about your next weapon; heavy guns produced a strong jolt, while small guns gave lighter one
Immersion is already showing the Rumble Technology's capabilities to those interested. It will also be showing off Immersion Studio (a development tool) to make rumble effects and force feedback in video game more artistic.

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