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can you mod cars like that this in GT5 or are they premade like in GT4?

I see the amuse plate on the back of that s2k
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i don't have any PS3 tid-bits to drop on y'all, but i did have a question. i know 98% of y'all are too cool to even know what HOME is, but for the few who still go on, can you tell me what is up with all of these HOME cliques/crews/sets whatever, and when did this happen? the girl fams are mostly lezzies (or dudes pretending to be girls) and the dude fams are all in skinny jeans. i keep reminding myself it's just a game, but seriously, what part of the game is that?
 
Originally Posted by JoseBronx

granturismo5.jpg


can you mod cars like that this in GT5 or are they premade like in GT4?

I see the amuse plate on the back of that s2k
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pretty sure those are real cars but yeah, youll be able to mod them, we just dont know to what extent

as for GT being delayed, rumors are that its been delayed to feature and require the latest 3.5 firmware update on it

dont know if its true but i kinda figured that would be the case as soon as ps3 was hacked, no way sony was going to let its precious queens virgin skin be defiled by these dirty ruthless pirates
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Originally Posted by JoseBronx

granturismo5.jpg


can you mod cars like that this in GT5 or are they premade like in GT4?

I see the amuse plate on the back of that s2k
nerd.gif
That Amuse S2K was in GT4. You were also able to mod the wing in GT4. Looks like they brought it back.
 
I encourage everyone to read the postmortem by the devs of FF13 explaining why FF13 sucked. It's really insightful. I'm actually pretty shocked Square allowed it to be published since they're so secretive in general but then again they're trying to cover their %++ for this and the FF 14 fiasco.

Excerpt in the Spoiler...

Spoiler [+]
These excerpts, extracted from the October 2010 issue of Game Developer magazine, reveal various "What Went Right" and "What Went Wrong" highlights from throughout the creation of the game.

Along the way, the creators reveal how Final Fantasy XIII's large scope and internal miscommunication presented significant challenges to the team, and how the game's ultimate design arose from its first playable demo.

Lack Of A Shared Vision

Although the game was announced with an elaborate trailer, the team had little direction beyond this proof of concept, which led to problems as development ramped up.

"Final Fantasy XIII was first introduced through a concept trailer shown alongside the announcement of the Fabula Nova Crystallis project at E3 2006 (Fabula Nova Crystallis represents a suite of games and other entertainment media related to Final Fantasy XIII). The trailer was merely a visual concept, and we had not yet created anything playable at that point.

I felt that this trailer set the bar for the quality we were aiming to achieve, in terms of battle speed and cutscene imagery, and believed that this sentiment was shared by the rest of the team.

However, it became clear that, at the time, there were actually very few members who saw the trailer as a representation of what we wanted to achieve with Final Fantasy XIII. This lack of a shared vision became the root of many conflicts that arose later in development."


The Universal Engine And Narrowing Down The Specs

In addition to developing the game, the team was also working on Square-Enix's multiplatform engine Crystal Tools, which added an extra layer of complexity to an already demanding project.

"Another issue was the universal engine. Because we were so focused on creating an engine for next-gen hardware that could be utilized across all platforms, we made the mistake of trying to accommodate every single project that was in progress at the time.

In hindsight, it should have been obvious that it would be impossible to fully satisfy all of these needs. As a result, we spent a considerable amount of time prioritizing all the different requests and ended up not being able to determine the final spec requirements.

This created a standstill between the engine and game development teams, because if the engine’s specs couldn’t be finalized, neither could the game’s. As the debates continued without resolution, the timetable was also affected."


International Player Tests That Came Too Late

Late international player tests introduced more scheduling constraints on the game as the team tried to ensure the game would appeal to Western audiences:

"Even before the current generation of consoles was introduced, it was obvious that the game market in the West was gaining momentum, and we couldn’t ignore it. The sentiment that stood out the most to us at the time was the increasingly harsh criticism towards JRPGs.

Linearity and command-based battles were two of the features being perceived negatively. This was something that the team was very conscious about, and there were concerns about whether JRPGs would still be accepted in the West. Because Final Fantasy XIII’s mission was to succeed worldwide, we could not ignore this issue, as we felt it could deeply affect the future of the franchise.

Around the same time, we were experimenting with Western development methods, and there were talks within the team of global focus groups, which we had rarely conducted with previous projects. At the same time, Square Enix set up international focus groups for certain titles, including Final Fantasy XIII.

Unfortunately, we were already quite far along in development, and knew it would be too late to implement most of the feedback from the player test sessions. Even so, we still signed up for the opportunity, as this would be our only chance before the game’s release to see how Western players would respond to all that we had been working on.

There were some minor hiccups, as we did not have much time to prepare for the focus group sessions, but we were able to successfully conduct player tests and interviews globally. Even though it was too late to apply the majority of the feedback, most team members felt the tests were worthwhile, as it gave them insight into what players wanted globally.

With the changes that were being considered, because of the lack of a clear communication line, the development team was not receiving clear instructions. This resulted in conflicts within the team on whether it was worth forcing certain changes into an already tight schedule."


Realizing A Shared Vision Through The Demo

Curiously, the game's overall vision did not fully realize itself until the team was tasked with creating a vertical slice to be included in the Blu-ray version of Final Fantasy VII: Advent Children Complete.

"Even at a late stage of development, we did not agree on key elements of the game, which stemmed from the lack of a cohesive vision, the lack of finalized specs, and the remaining problems with communication between departments.

What enabled us to conquer this line of seemingly endless conflicts was the development process for the Final Fantasy XIII demo, which was included in the Japan-only Blu-ray version of the animated film Final Fantasy VII: Advent Children Complete. The demo was not in our original plan, so we had to make adjustments to the overall schedule to accommodate it. Whatever effects creating the demo had on the schedule, once it was complete we realized it was just the panacea we needed.

With a tangible version of the game that could actually be played, internal debates transitioned from theoretical discussions based solely on abstract concepts to concrete dialogue. The demo not only unified the vision and understanding of the game’s direction across the entire development team, but it was also the first time that everyone could see exactly how the assets they worked on would function within the game. During the internal postmortem, many team members noted that the demo was what finally allowed them to truly realize and embrace the vision for Final Fantasy XIII.

Although a vertical slice is commonplace in Western development, this was never actually practiced with our teams unless there was a company requirement. In retrospect, the demo acted as our vertical slice, and its effectiveness was felt full force by each and every member of the team. This was an essential key learning point that affected how we approached game development moving forward."


Clarification Of Elements And Processes Through Developing The Demo

Using the demo as a learning experience, the team was better able to manage and plan for the rest of the game's development.

"The demo brought together all data, development of which was previously uncoordinated, clarifying many elements and significantly speeding up the process of determining the remaining specs.

Instead of crafting fully detailed assets that looked good from every angle, the team could gauge how much effort to put into each area of the project by keeping in mind exactly how the asset would be used in the game.

This realization had an increase in the team’s ability to assess priorities, and as a result, productivity increased as well. With a much better understanding of the overall workload, we increased our ability to construct highly efficient schedules; the new scheduling was so effective, we actually did not miss a milestone."
 
Heads up Canadians
This week Future Shop flyer has both a pic of Gran Turismo 5 and a wired Wheel for the PS3. It says pre order the game and receive a free Wired Steering wheel ($50 value) free.

seems like a interesting deal
 
I'm kinda happy about the GT5 delay.

Gives me more time with 2K11 and there's a lot of games coming out in the next couple of weeks.
 
PS3 surround system is interesting..In the market for a slim 5.1 & might go w/that when it goes on sale.

from el33tonline.com
RDR’s Undead Nightmare pack dated for late October

Posted by Oliver on October 14, 2010 at 06:13 PM
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Do you want to really get in the mood for Halloween this year? Care to transform your Wild West Red Dead Redemption experience into a horror-themed, zombie-infested nightmare that you won’t soon forget?

Then you won’t have to wait much longer, as Rockstar Games has just put a date on the Undead Nightmare Pack, the new and upcoming downloadable content for the developer’s open-world action adventure game.

Releasing on October 26th on Xbox LIVE Marketplace and the PlayStation Network, the Undead Nightmare Pack will include an all-new singleplayer story (which is said to run about five to six hours) and cost $10, and will see protagonist John Marston trying to get to the bottom of why his town and the surrounding area has become overrun with the walking dead.
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A new multiplayer mode will also feature in the new content, which is said to be something like ‘horde’ mode, where two to four players will need to dispatch increasingly difficult waves of zombies.

Be sure to peruse El33tonline’s previous coverage of Red Dead Redemption’s Undead Nightmare Pack for batches of screenshots and no less than two fantastic trailers.



SP expansion & 'horde' mode sound dope..
 
Originally Posted by theprocessofbelief

A friend copped MoH for 360 yesterday... played it hungover all day.

Game is SOOO easy.
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 online is fun, but not great. Spawn camping is extremely easy to do.

I'll rent for trophies (becasue you can probably get 90% in one day).

That said, I'd enjoy the MoH online experience more that MW2, I am thinking. Sniping takes a hell of alot more skill.
This is my boy playing at my house with the M-24 sniper rifle. Gun is easy mode:
 
Originally Posted by IRockTMacs

Originally Posted by theprocessofbelief

A friend copped MoH for 360 yesterday... played it hungover all day.

Game is SOOO easy.
laugh.gif
�online is fun, but not great. Spawn camping is extremely easy to do.

I'll rent for trophies (becasue you can probably get 90% in one day).

That said, I'd enjoy the MoH online experience more that MW2, I am thinking. Sniping takes a hell of alot more skill.
This is my boy playing at my house with the M-24 sniper rifle. Gun is easy mode:
Thats WILD 
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Originally Posted by IHeartBoost

Originally Posted by IRockTMacs

Originally Posted by theprocessofbelief

A friend copped MoH for 360 yesterday... played it hungover all day.

Game is SOOO easy.
laugh.gif
�online is fun, but not great. Spawn camping is extremely easy to do.

I'll rent for trophies (becasue you can probably get 90% in one day).

That said, I'd enjoy the MoH online experience more that MW2, I am thinking. Sniping takes a hell of alot more skill.
This is my boy playing at my house with the M-24 sniper rifle. Gun is easy mode:
Thats WILD�
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isnt that just killing people at spawn points? 
MP is not balanced, snipers have a big advantage

4 more trophies and im finished, doubt ill get them though cause im about to give up on mp 
 
on the GT5 delay

More information is slowly filtering out about GT5’s delay, and it fits in neatly with everything else we’ve learned about the game’s production in the past 24 hours. Here’s what was recently posted by Maximus – a respected moderator at the Blu-Ray.com forums with reported connections to Sony:

"Like I said it is manufacturing issues. I had it confirmed today.

The problem arose when SCE mandated SDK 350 on all games releasing after after October, GT5 was about to go gold running on SDK 341, but it has been delayed by around a week so that they can update to SDK 350. This has caused a big headache for the manufacturing side, given how big this game is missing the gold date by even a week can cause a months worth of delay as slots are already taken up at this time of year for Blu-ray movies and such. So Sony had to find a 3 week slot big enough to make 7m+ copies of this and get them shipped out.

If you want to blame anyone, I would direct it at the pirates and hackers, SCE never had any real SDK restrictions before firmware 3.41 was compromised."

After getting attention from news outlets such as Eurogamer and TheSixthAxis, evidence of the post has since been removed, but it offers a very reasonable explanation about why Polyphony Digital missed their production window by only 3 days. Sure enough, the new PS3 3.50 firmware is considerably more secure than 3.41 and preventing distribution of a 3.41-compatible GT5 will ensure that it can’t be pirated (for now).
 
Originally Posted by IRockTMacs

Originally Posted by theprocessofbelief

A friend copped MoH for 360 yesterday... played it hungover all day.

Game is SOOO easy.
laugh.gif
�online is fun, but not great. Spawn camping is extremely easy to do.

I'll rent for trophies (becasue you can probably get 90% in one day).

That said, I'd enjoy the MoH online experience more that MW2, I am thinking. Sniping takes a hell of alot more skill.
This is my boy playing at my house with the M-24 sniper rifle. Gun is easy mode:

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 no effort whatsoever. 
 
That's what I'm saying, man. There are some maps where it is imbalanced.

That map it's incredibly easy to camp the spawn for Taliban. After that match we switch sides and I went 2-12 against the same people. You cannot get out of spawn!
 
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