Launched back in 2003 (2004 in the US, the same day as City of Heroes), NCsoft’s Lineage 2 has always been seen as a hardcore MMO experience, not at all friendly to the casual gamer. Although it featured–for its time, at least–superlative visuals, the game was always beset by bots, gold farmers, gankers, and a host of other discouraging elements, not to mention the fact that, like many Asian MMOs, it was a grindfest without peer. However, since the price of admission was so high, the player base tended towards the mature, patient gamer.
On November 30, 2011, reworked as Lineage 2: Goddess of Destruction, the game was re-launched as a free-to-play title, with vanity items, weapon enhancements, potions, and buffs available via NCsoft’s “Truly Free (TM)” marketplace. Although it once boasted well over a million unique subscribers, there are now just five servers hosting Lineage 2 worldwide, including a new server created for first-time players. Since I spent quite a bit of time with the original game in its early days, I thought I’d drop in on the new, revamped Lineage 2, just to see how it’s holding up.
Upgrades and enhancements to the visuals over the years mean that generally, Lineage 2 still looks decent. Despite the dozens of fantasy-themed MMOs that have come and gone since 2003, the aesthetics of Lineage 2 have changed very little. Character customization is virtually non-existent (two or three faces and a handful of hairstyles added to the usual mixture of humans, elves, orcs, etc). As so often the case in Asian MMOs or NCsoft games, female characters are all hugely breasted and garbed in either dominatrix lingerie or schoolgirl fetish outfits; the male characters are simultaneously over-muscled and androgynous, and of course characters run and move in a bizarre, bent over posture. I’ve never entirely understood the architectural melange of Asain MMOs that somehow draw inspiration from 18th century Europe.
Back in its early days, buying black market, farmed gold–and hence, better weapons and armor–was one of the ways that some players circumvented the grind. There was actually no way to avoid it, but at least if you had to kill 100 floating eyeball monsters (which is about where the game jumped the shark for me), you could do it more quickly. From what I can tell, the new and improved Lineage 2 is still a heavy grind-your-way-to-the-top type of game. I’ve no doubt that for high level players and guildies, the endgame is a blast, and at least now there’s no need to dip into the nefarious gold market. However, some of the items in the “Truly Free (TM)” shop are anything but: a “hardcore” gamer enhancement packs runs around $40.
Beyond the aesthetics and the grind, the UI and basic gameplay of Lineage 2 are standard MMO fare. Compared to recent titles such as Rift or SWTOR (or, even NCsoft’s own Aion), the game feels austere and mechanical. While Lineage 2 still retains visual appeal, the lack of well-presented, meaningful story hook to set our tasks in motion and give them context is missing. With NCsoft’s Guild Wars 2 and Lineage Eternal on the horizon it will be interesting to see if, and how, the new titles build on the lessons of the past decade.
2011年12月29日星期四
2011年12月28日星期三
Wings Over Atreia: Free 2 pain
For the second time in less than a month, NCsoft has shown wanton disregard for my already-prepared comments for the week, derailing the scheduled Wings Over Atreia with some out-of-the-blue announcement. And not just any announcement, but one that can have a profound effect on Aion in the coming months. What is this announcement, you say? Shall I help you out from that rock you've been slumbering under? Why, last Wednesday's bold free-to-play announcement, of course!
Now, before hyperventilation sets in -- either from glee or disgust -- note that there are set parameters to this specific conversion, including first and foremost that it is for the European market only. And while details aren't exactly pouring forth, there are a few tidbits to pass along, just enough to whet the appetite of future F2P Daevas or enrage current ones.
Breathe into the paper bag and join me past the break for a look at the details that have been revealed and some thoughts on those that have not!
Given such a major announcement but few details, I am sure readers have some questions. Never fear, MJ is here! I shall guide you through what information is currently out there and offer some basic translation/personal commentary/wild speculation. Using my elite powers of information-gathering (no, I really don't have a captured developer locked down in my basement, but that's a good idea...), I bring you The Word.
So here's the scoop: Come February 2012, Aion will convert to a free-to-play subscription model in the European market. What does this mean for folks on that side of the pond? According to the PR machine, it means little will change except opening the market up to a wider audience. In fact, NCsoft expects that there will soon be plenty more Deavas flocking to Atreia for grouping and PvP goodness. Well, ignoring the likelihood of a launch-day fiasco, who can argue against more compatriots and more enemies filling out the server? Other than that, NCsoft's devs were quick to say that little would change for current players.
Surely there is more to it than that, you say. But of course, I reply! Though stop calling me Shirley. Of the details revealed, the outline of the payment models captured my interest most. There will be three distinct levels: Starters (the free group), Veteran, and Gold Pack. The free group is -- drum roll -- free! There will be no cost to sign up, install, or start playing. Starters will have access to every class, level, quest, region, and all equipment in the game. Sounds like a far cry from what many other free-to-play models offer, right? The Veteran group will be comprised of all those who have ever bought and subscribed to Aion in the past, whether the subscription is active or not. This group will enjoy privileges similar to the Gold Pack. The Gold Pack will be a temporary purchase that gives Daevas "full functionality" as well as bonuses like higher AP payouts and (see below) shorter instance cooldown timers.
Now, before hyperventilation sets in -- either from glee or disgust -- note that there are set parameters to this specific conversion, including first and foremost that it is for the European market only. And while details aren't exactly pouring forth, there are a few tidbits to pass along, just enough to whet the appetite of future F2P Daevas or enrage current ones.
Breathe into the paper bag and join me past the break for a look at the details that have been revealed and some thoughts on those that have not!
Given such a major announcement but few details, I am sure readers have some questions. Never fear, MJ is here! I shall guide you through what information is currently out there and offer some basic translation/personal commentary/wild speculation. Using my elite powers of information-gathering (no, I really don't have a captured developer locked down in my basement, but that's a good idea...), I bring you The Word.
So here's the scoop: Come February 2012, Aion will convert to a free-to-play subscription model in the European market. What does this mean for folks on that side of the pond? According to the PR machine, it means little will change except opening the market up to a wider audience. In fact, NCsoft expects that there will soon be plenty more Deavas flocking to Atreia for grouping and PvP goodness. Well, ignoring the likelihood of a launch-day fiasco, who can argue against more compatriots and more enemies filling out the server? Other than that, NCsoft's devs were quick to say that little would change for current players.
Surely there is more to it than that, you say. But of course, I reply! Though stop calling me Shirley. Of the details revealed, the outline of the payment models captured my interest most. There will be three distinct levels: Starters (the free group), Veteran, and Gold Pack. The free group is -- drum roll -- free! There will be no cost to sign up, install, or start playing. Starters will have access to every class, level, quest, region, and all equipment in the game. Sounds like a far cry from what many other free-to-play models offer, right? The Veteran group will be comprised of all those who have ever bought and subscribed to Aion in the past, whether the subscription is active or not. This group will enjoy privileges similar to the Gold Pack. The Gold Pack will be a temporary purchase that gives Daevas "full functionality" as well as bonuses like higher AP payouts and (see below) shorter instance cooldown timers.
2011年12月27日星期二
Janet Jackson admits: My weight, I struggled with my entire life!
Losing Weight The figurehead agreed to the singer Janet Jackson said openly the problems with which he has struggled for years.
My weight, I struggled with my entire life and it has been for me a difficult thing, Jackson says.
Singer believes that the dream of weight loss is easy for people to identify with him, because he knows exactly what he is talking.
People are easy to identify with me, because I know what I'm saying. I understand completely what it is like to struggle with weight loss, wearing too much make you fat, pounds, or more than is healthy for longer, Jackson says.
Years after the Battle of the singer is now comfortable in her own. The latest diet to hoikistunut Jackson is also in the eyes. Although the dreams are still a few kilos of weight loss, he did not let the project lyhist?? themselves.
I do not want to tell you how many pounds I have dropped so far, or how many pounds I'm going to drop further. Now I have a good feeling. I want to maintain this state of mind. I still have sarkaa left, even though I do not want to lose weight no longer many pounds, Jackson says.
Over the years, Jackson learned to know his own stumbling block at times all too well. Difficult times is a good mirror, however, well-being, which the singer is now losing weight flagship program achieved.
When I'm under the weather or stressed, I tend to resort to eating. I have also had problems with my body. It is therefore particularly important that I'm comfortable now, Jackson says.aion
My weight, I struggled with my entire life and it has been for me a difficult thing, Jackson says.
Singer believes that the dream of weight loss is easy for people to identify with him, because he knows exactly what he is talking.
People are easy to identify with me, because I know what I'm saying. I understand completely what it is like to struggle with weight loss, wearing too much make you fat, pounds, or more than is healthy for longer, Jackson says.
Years after the Battle of the singer is now comfortable in her own. The latest diet to hoikistunut Jackson is also in the eyes. Although the dreams are still a few kilos of weight loss, he did not let the project lyhist?? themselves.
I do not want to tell you how many pounds I have dropped so far, or how many pounds I'm going to drop further. Now I have a good feeling. I want to maintain this state of mind. I still have sarkaa left, even though I do not want to lose weight no longer many pounds, Jackson says.
Over the years, Jackson learned to know his own stumbling block at times all too well. Difficult times is a good mirror, however, well-being, which the singer is now losing weight flagship program achieved.
When I'm under the weather or stressed, I tend to resort to eating. I have also had problems with my body. It is therefore particularly important that I'm comfortable now, Jackson says.aion
2011年12月26日星期一
‘Star Wars’ video game speaks for itself
It’s something that players of modern single-player video games such as “The Elder Scrolls V: Skyrim” and “Batman: Arkham City” might take for granted, but an effect that die-hard fans of sprawling online role-playing games such as “World of Warcraft” and “Aion” will surely appreciate: The characters in “Star Wars: The Old Republic” can actually speak.
With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare’s “The Old Republic” is poised to feature more voice acting than any other massively multiplayer online game in the galaxy, and that’s not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.
BioWare, the Electronic Arts Inc. developer behind the “Mass Effect” and “Dragon Age” single- player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds — romantic or otherwise.
The developer is taking that virtual chatter online with “Old Republic,” which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away.
Unlike most other persistent multiplayer games, “Old Republic” is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.
The highly anticipated “Old Republic” has already drawn comparisons to “World of Warcraft,” the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. (“Star Wars Galaxies,” a “Star Wars” online game from Sony Online Entertainment, ended last week after eight years in operation.)
At the start of “Old Republic,” players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.
The possibility of 16 highly customizable protagonists — eight men, eight women — hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented “The Old Republic” developers at BioWare in Austin, Texas, and Lucas-Arts in San Francisco with several new challenges.
Unlike an animated film, the nonlinear nature of “The Old Republic” requires the voice actors to record several versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.
“We tried to prepare the talent that this isn’t a normal voiceover gig,” said LucasArts voice producer Orion Kellogg. “Normally, actors come into the studio once or twice to record their audio. We’ve got 16 player characters alone doing tons of dialogue. They know they’re coming back. I think they like it because they’ve been able to grow into their role.”
The daunting amount of dialogue also technically tested “The Old Republic” developers.
They built a new system for organizing the audio, which was recorded in 17 studios spanning from Los Angeles to London, and created a method of compressing the audio so that it can be easily downloaded by players when they install and update the game.
With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare’s “The Old Republic” is poised to feature more voice acting than any other massively multiplayer online game in the galaxy, and that’s not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.
BioWare, the Electronic Arts Inc. developer behind the “Mass Effect” and “Dragon Age” single- player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds — romantic or otherwise.
The developer is taking that virtual chatter online with “Old Republic,” which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away.
Unlike most other persistent multiplayer games, “Old Republic” is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.
The highly anticipated “Old Republic” has already drawn comparisons to “World of Warcraft,” the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. (“Star Wars Galaxies,” a “Star Wars” online game from Sony Online Entertainment, ended last week after eight years in operation.)
At the start of “Old Republic,” players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.
The possibility of 16 highly customizable protagonists — eight men, eight women — hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented “The Old Republic” developers at BioWare in Austin, Texas, and Lucas-Arts in San Francisco with several new challenges.
Unlike an animated film, the nonlinear nature of “The Old Republic” requires the voice actors to record several versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.
“We tried to prepare the talent that this isn’t a normal voiceover gig,” said LucasArts voice producer Orion Kellogg. “Normally, actors come into the studio once or twice to record their audio. We’ve got 16 player characters alone doing tons of dialogue. They know they’re coming back. I think they like it because they’ve been able to grow into their role.”
The daunting amount of dialogue also technically tested “The Old Republic” developers.
They built a new system for organizing the audio, which was recorded in 17 studios spanning from Los Angeles to London, and created a method of compressing the audio so that it can be easily downloaded by players when they install and update the game.
2011年12月25日星期日
Erfolgreiche Rollenspiele
Millionen Spieler k?mpfen sich gleichzeitig durch animierte Online-Welten - allein oder im Verbund mit anderen Teilnehmern
Aion Die Spieler k?mpfen im Rollenspiel "Aion" gegen einen feindlichen Drachen, um die Welt zu retten. Sie k?nnen sich dazu der Spezies der Elyos oder der Asmodier anschlie?en. Die Auseinandersetzungen mit der Drachengestalt und anderen Figuren finden als direkte Zweik?mpfe oder in gro?en Legion?rsschlachten statt. Eine Besonderheit des Spiels ist die M?glichkeit, sich die Welten in einem virtuellen Flug aus der Vogelperspektive anzusehen.
Runescape In der mittelalterlich anmutenden Fantasywelt Gielinors k?nnen die Spieler von "Runescape" St?dte und Verliese erkunden sowie Clans und V?lker kennenlernen. Für die kostenlose Version des Spiels haben sich mehr als zehn Millionen Spieler angemeldet, dazu kommen etwa eine Million zahlende Abonnenten.
Final Fantasy Mittlerweile sind 14 Titel der Reihe "Final Fantasy" erschienen. Inhaltlich h?ngen die Versionen nur zum Teil zusammen. Sowohl die Geschichte hinter der Action als auch das Spielsystem unterscheiden sich von Version zu Version. Zur Marke geh?ren au?erdem Handy- und Taktikspiele sowie Animationsfilme.
Lineage Knapp eine Million aktive Spieler sind bei der zweiten Version von "Lineage" angemeldet. Teilnehmer k?nnen aus fünf Charakterklassen w?hlen, deren Helden unterschiedliche F?higkeiten und Eigenschaften besitzen. Auch die Bildung von Clans ist m?glich. Es gibt kein klares, von den Machern festgelegtes Ziel des Online-Rollenspiels. Jeder Teilnehmer kann selbst entscheiden, ob und wie er seine Figur im Laufe des Geschehens entwickeln will.
Aion Die Spieler k?mpfen im Rollenspiel "Aion" gegen einen feindlichen Drachen, um die Welt zu retten. Sie k?nnen sich dazu der Spezies der Elyos oder der Asmodier anschlie?en. Die Auseinandersetzungen mit der Drachengestalt und anderen Figuren finden als direkte Zweik?mpfe oder in gro?en Legion?rsschlachten statt. Eine Besonderheit des Spiels ist die M?glichkeit, sich die Welten in einem virtuellen Flug aus der Vogelperspektive anzusehen.
Runescape In der mittelalterlich anmutenden Fantasywelt Gielinors k?nnen die Spieler von "Runescape" St?dte und Verliese erkunden sowie Clans und V?lker kennenlernen. Für die kostenlose Version des Spiels haben sich mehr als zehn Millionen Spieler angemeldet, dazu kommen etwa eine Million zahlende Abonnenten.
Final Fantasy Mittlerweile sind 14 Titel der Reihe "Final Fantasy" erschienen. Inhaltlich h?ngen die Versionen nur zum Teil zusammen. Sowohl die Geschichte hinter der Action als auch das Spielsystem unterscheiden sich von Version zu Version. Zur Marke geh?ren au?erdem Handy- und Taktikspiele sowie Animationsfilme.
Lineage Knapp eine Million aktive Spieler sind bei der zweiten Version von "Lineage" angemeldet. Teilnehmer k?nnen aus fünf Charakterklassen w?hlen, deren Helden unterschiedliche F?higkeiten und Eigenschaften besitzen. Auch die Bildung von Clans ist m?glich. Es gibt kein klares, von den Machern festgelegtes Ziel des Online-Rollenspiels. Jeder Teilnehmer kann selbst entscheiden, ob und wie er seine Figur im Laufe des Geschehens entwickeln will.
2011年12月22日星期四
'Star Wars: The Old Republic' speaks for itself
It's something that players of modern single-player video games like "The Elder Scrolls V: Skyrim" and "Batman: Arkham City" might take for granted, but an effect that die-hard fans of sprawling online role-playing games such as "World of Warcraft" and "Aion" will surely appreciate: The characters in "Star Wars: The Old Republic" can actually speak.
With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare's "The Old Republic" is poised to feature more voice acting than any other massively multiplayer online game in the galaxy when it launches Tuesday, and that's not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.
BioWare, the Electronic Arts Inc. developer behind the "Mass Effect" and "Dragon Age" single-player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds — romantic or otherwise.
The developer is taking that virtual chatter online with "Old Republic," which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away. Unlike most other persistent multiplayer games, "Old Republic" is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.
The highly anticipated "Old Republic" has already drawn comparisons to "World of Warcraft," the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. ("Star Wars Galaxies," a "Star Wars" online game from Sony Online Entertainment, ended last week after eight years in operation.)
At the start of "Old Republic," players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.
The possibility of 16 different, highly customizable protagonists — eight men, eight women — hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented "The Old Republic" developers at BioWare in Austin, Texas, and LucasArts in San Francisco with several new challenges.
"When you're doing a game like 'The Old Republic,' the acting is like cubism," said LucasArts voice director Will Beckman. "You have to see these characters from every angle and be able to pull it apart and put it back together. It's definitely a challenge for our voice actors. It's a unique type of acting that takes a tremendous amount of imagination."
Unlike an animated film, the nonlinear nature of "The Old Republic" requires the voice actors to record several different versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.
"We tried to prepare the talent that this isn't a normal voiceover gig," said LucasArts voice producer Orion Kellogg. "Normally, actors come into the studio once or twice to record their audio. We've got 16 player characters alone doing tons of dialogue. They know they're coming back. I think they like it because they've been able to grow into their role."
Besides the English, German or French spoken in the game, "Old Republic" features 21 alien languages. While the sounds of species like the furry Wookiees came directly from LucasArts archives, Beckman said he crafted several new alien languages, finding inspiration from existing and dead real-world languages, as well as audio effects.
Visually, when players are gabbing away, a glowing conversation cartoon bubble appears over their avatar's head. When they team up with fellow Republic or Empire devotees and engage in conversations, each player elects a response, but what's actually uttered is randomly selected, and players who win the chance to speak earn extra points.
"It is a big game, and it's going to feel like that when players are installing it," said BioWare audio producer Sandee Valle. "More importantly, it's going to feel like that when you get out there and start exploring the world. Hopefully, we're going to be adding to the game regularly with new content and voice work for many, many years to come."
With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare's "The Old Republic" is poised to feature more voice acting than any other massively multiplayer online game in the galaxy when it launches Tuesday, and that's not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.
BioWare, the Electronic Arts Inc. developer behind the "Mass Effect" and "Dragon Age" single-player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds — romantic or otherwise.
The developer is taking that virtual chatter online with "Old Republic," which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away. Unlike most other persistent multiplayer games, "Old Republic" is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.
The highly anticipated "Old Republic" has already drawn comparisons to "World of Warcraft," the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. ("Star Wars Galaxies," a "Star Wars" online game from Sony Online Entertainment, ended last week after eight years in operation.)
At the start of "Old Republic," players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.
The possibility of 16 different, highly customizable protagonists — eight men, eight women — hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented "The Old Republic" developers at BioWare in Austin, Texas, and LucasArts in San Francisco with several new challenges.
"When you're doing a game like 'The Old Republic,' the acting is like cubism," said LucasArts voice director Will Beckman. "You have to see these characters from every angle and be able to pull it apart and put it back together. It's definitely a challenge for our voice actors. It's a unique type of acting that takes a tremendous amount of imagination."
Unlike an animated film, the nonlinear nature of "The Old Republic" requires the voice actors to record several different versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.
"We tried to prepare the talent that this isn't a normal voiceover gig," said LucasArts voice producer Orion Kellogg. "Normally, actors come into the studio once or twice to record their audio. We've got 16 player characters alone doing tons of dialogue. They know they're coming back. I think they like it because they've been able to grow into their role."
Besides the English, German or French spoken in the game, "Old Republic" features 21 alien languages. While the sounds of species like the furry Wookiees came directly from LucasArts archives, Beckman said he crafted several new alien languages, finding inspiration from existing and dead real-world languages, as well as audio effects.
Visually, when players are gabbing away, a glowing conversation cartoon bubble appears over their avatar's head. When they team up with fellow Republic or Empire devotees and engage in conversations, each player elects a response, but what's actually uttered is randomly selected, and players who win the chance to speak earn extra points.
"It is a big game, and it's going to feel like that when players are installing it," said BioWare audio producer Sandee Valle. "More importantly, it's going to feel like that when you get out there and start exploring the world. Hopefully, we're going to be adding to the game regularly with new content and voice work for many, many years to come."
2011年12月21日星期三
'Star Wars: The Old Republic' speaks for itself
It's something that players of modern single-player video games like "The Elder Scrolls V: Skyrim" and "Batman: Arkham City" might take for granted, but an effect that die-hard fans of sprawling online role-playing games such as "World of Warcraft" and "Aion" will surely appreciate: The characters in "Star Wars: The Old Republic" can actually speak.
With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare's "The Old Republic" is poised to feature more voice acting than any other massively multiplayer online game in the galaxy when it launches Tuesday, and that's not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.
BioWare, the Electronic Arts Inc. developer behind the "Mass Effect" and "Dragon Age" single-player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds _ romantic or otherwise.
The developer is taking that virtual chatter online with "Old Republic," which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away. Unlike most other persistent multiplayer games, "Old Republic" is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.
The highly anticipated "Old Republic" has already drawn comparisons to "World of Warcraft," the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. ("Star Wars Galaxies," a "Star Wars" online game from Sony Online Entertainment, ended last week after eight years in operation.)
At the start of "Old Republic," players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.
The possibility of 16 different, highly customizable protagonists _ eight men, eight women _ hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented "The Old Republic" developers at BioWare in Austin, Texas, and LucasArts in San Francisco with several new challenges.
"When you're doing a game like `The Old Republic,' the acting is like cubism," said LucasArts voice director Will Beckman. "You have to see these characters from every angle and be able to pull it apart and put it back together. It's definitely a challenge for our voice actors. It's a unique type of acting that takes a tremendous amount of imagination."
Unlike an animated film, the nonlinear nature of "The Old Republic" requires the voice actors to record several different versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.
"We tried to prepare the talent that this isn't a normal voiceover gig," said LucasArts voice producer Orion Kellogg. "Normally, actors come into the studio once or twice to record their audio. We've got 16 player characters alone doing tons of dialogue. They know they're coming back. I think they like it because they've been able to grow into their role."
"Party of Five" actress Lacey Chabert is among the hundreds of voices within "The Old Republic" universe. Chabert plays a spunky slicer named Mako, who serves as a companion to players who choose to become a bounty hunter. Chabert, who has voiced dozens of animated characters, said the most challenging part of this role was tackling the sci-fi vocabulary.
"The language within the `Star Wars' universe is filled with words that I did not know how to pronounce," said Chabert. "Luckily, the producers have an audio library of planet names and everything `Star Wars' and how it should actually be pronounced. I always had to listen to a reference, and I'd almost always get it wrong the first time."
Besides the English, German or French spoken in the game, "Old Republic" features 21 different alien languages. While the sounds of species like the furry Wookiees came directly from the LucasArts archives, Beckman said he crafted several new alien languages, finding inspiration from existing and dead real-world languages, as well as audio effects.
"It's a combination of having some idea of where you w-ant to go with it, creating a base language from existing or dead languages, then creating a personality or style for that language and executing it with sound design," said Beckman, who also speaks Huttese as blubbery gang leader Nem'ro the Hutt _ among other alien creatures _ in "The Old Republic."
The daunting amount of dialogue also technically tested "The Old Republic" developers. They built a new system for organizing the audio, which was recorded in 17 different studios spanning from Los Angeles to London, and created a method of compressing the audio so that it can be easily downloaded by players when they install and update the game.
Visually, when players are gabbing away, a glowing conversation cartoon bubble appears over their avatar's head. When they team up with fellow Republic or Empire devotees and engage in conversations, each player elects a response, but what's actually uttered is randomly selected, and players who win the chance to speak earn extra points.
"It is a big game, and it's going to feel like that when players are installing it," said BioWare audio producer Sandee Valle. "More importantly, it's going to feel like that when you get out there and start exploring the world. Hopefully, we're going to be adding to the game regularly with new content and voice work for many, many years to come."
With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare's "The Old Republic" is poised to feature more voice acting than any other massively multiplayer online game in the galaxy when it launches Tuesday, and that's not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.
BioWare, the Electronic Arts Inc. developer behind the "Mass Effect" and "Dragon Age" single-player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds _ romantic or otherwise.
The developer is taking that virtual chatter online with "Old Republic," which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away. Unlike most other persistent multiplayer games, "Old Republic" is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.
The highly anticipated "Old Republic" has already drawn comparisons to "World of Warcraft," the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. ("Star Wars Galaxies," a "Star Wars" online game from Sony Online Entertainment, ended last week after eight years in operation.)
At the start of "Old Republic," players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.
The possibility of 16 different, highly customizable protagonists _ eight men, eight women _ hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented "The Old Republic" developers at BioWare in Austin, Texas, and LucasArts in San Francisco with several new challenges.
"When you're doing a game like `The Old Republic,' the acting is like cubism," said LucasArts voice director Will Beckman. "You have to see these characters from every angle and be able to pull it apart and put it back together. It's definitely a challenge for our voice actors. It's a unique type of acting that takes a tremendous amount of imagination."
Unlike an animated film, the nonlinear nature of "The Old Republic" requires the voice actors to record several different versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.
"We tried to prepare the talent that this isn't a normal voiceover gig," said LucasArts voice producer Orion Kellogg. "Normally, actors come into the studio once or twice to record their audio. We've got 16 player characters alone doing tons of dialogue. They know they're coming back. I think they like it because they've been able to grow into their role."
"Party of Five" actress Lacey Chabert is among the hundreds of voices within "The Old Republic" universe. Chabert plays a spunky slicer named Mako, who serves as a companion to players who choose to become a bounty hunter. Chabert, who has voiced dozens of animated characters, said the most challenging part of this role was tackling the sci-fi vocabulary.
"The language within the `Star Wars' universe is filled with words that I did not know how to pronounce," said Chabert. "Luckily, the producers have an audio library of planet names and everything `Star Wars' and how it should actually be pronounced. I always had to listen to a reference, and I'd almost always get it wrong the first time."
Besides the English, German or French spoken in the game, "Old Republic" features 21 different alien languages. While the sounds of species like the furry Wookiees came directly from the LucasArts archives, Beckman said he crafted several new alien languages, finding inspiration from existing and dead real-world languages, as well as audio effects.
"It's a combination of having some idea of where you w-ant to go with it, creating a base language from existing or dead languages, then creating a personality or style for that language and executing it with sound design," said Beckman, who also speaks Huttese as blubbery gang leader Nem'ro the Hutt _ among other alien creatures _ in "The Old Republic."
The daunting amount of dialogue also technically tested "The Old Republic" developers. They built a new system for organizing the audio, which was recorded in 17 different studios spanning from Los Angeles to London, and created a method of compressing the audio so that it can be easily downloaded by players when they install and update the game.
Visually, when players are gabbing away, a glowing conversation cartoon bubble appears over their avatar's head. When they team up with fellow Republic or Empire devotees and engage in conversations, each player elects a response, but what's actually uttered is randomly selected, and players who win the chance to speak earn extra points.
"It is a big game, and it's going to feel like that when players are installing it," said BioWare audio producer Sandee Valle. "More importantly, it's going to feel like that when you get out there and start exploring the world. Hopefully, we're going to be adding to the game regularly with new content and voice work for many, many years to come."
2011年12月20日星期二
The Old Republic' Speaks for Itself
It's something that players of modern single-player video games like "The Elder Scrolls V: Skyrim" and "Batman: Arkham City" might take for granted, but an effect that die-hard fans of sprawling online role-playing games such as "World of Warcraft" and "Aion" will surely appreciate: The characters in "Star Wars: The Old Republic" can actually speak.
With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare's "The Old Republic" is poised to feature more voice acting than any other massively multiplayer online game in the galaxy when it launches Tuesday, and that's not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.
BioWare, the Electronic Arts Inc. developer behind the "Mass Effect" and "Dragon Age" single-player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds — romantic or otherwise.
The developer is taking that virtual chatter online with "Old Republic," which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away. Unlike most other persistent multiplayer games, "Old Republic" is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.
The highly anticipated "Old Republic" has already drawn comparisons to "World of Warcraft," the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. ("Star Wars Galaxies," a "Star Wars" online game from Sony Online Entertainment, ended last week after eight years in operation.)
At the start of "Old Republic," players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.
The possibility of 16 different, highly customizable protagonists — eight men, eight women — hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented "The Old Republic" developers at BioWare in Austin, Texas, and LucasArts in San Francisco with several new challenges.
"When you're doing a game like 'The Old Republic,' the acting is like cubism," said LucasArts voice director Will Beckman. "You have to see these characters from every angle and be able to pull it apart and put it back together. It's definitely a challenge for our voice actors. It's a unique type of acting that takes a tremendous amount of imagination."
Unlike an animated film, the nonlinear nature of "The Old Republic" requires the voice actors to record several different versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.
With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare's "The Old Republic" is poised to feature more voice acting than any other massively multiplayer online game in the galaxy when it launches Tuesday, and that's not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.
BioWare, the Electronic Arts Inc. developer behind the "Mass Effect" and "Dragon Age" single-player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds — romantic or otherwise.
The developer is taking that virtual chatter online with "Old Republic," which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away. Unlike most other persistent multiplayer games, "Old Republic" is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.
The highly anticipated "Old Republic" has already drawn comparisons to "World of Warcraft," the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. ("Star Wars Galaxies," a "Star Wars" online game from Sony Online Entertainment, ended last week after eight years in operation.)
At the start of "Old Republic," players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.
The possibility of 16 different, highly customizable protagonists — eight men, eight women — hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented "The Old Republic" developers at BioWare in Austin, Texas, and LucasArts in San Francisco with several new challenges.
"When you're doing a game like 'The Old Republic,' the acting is like cubism," said LucasArts voice director Will Beckman. "You have to see these characters from every angle and be able to pull it apart and put it back together. It's definitely a challenge for our voice actors. It's a unique type of acting that takes a tremendous amount of imagination."
Unlike an animated film, the nonlinear nature of "The Old Republic" requires the voice actors to record several different versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.
2011年12月19日星期一
Wings Over Atreia: Free 2 pain
For the second time in less than a month, NCsoft has shown wanton disregard for my already-prepared comments for the week, derailing the scheduled Wings Over Atreia with some out-of-the-blue announcement. And not just any announcement, but one that can have a profound effect on Aion in the coming months. What is this announcement, you say? Shall I help you out from that rock you've been slumbering under? Why, last Wednesday's bold free-to-play announcement, of course!
Now, before hyperventilation sets in -- either from glee or disgust -- note that there are set parameters to this specific conversion, including first and foremost that it is for the European market only. And while details aren't exactly pouring forth, there are a few tidbits to pass along, just enough to whet the appetite of future F2P Daevas or enrage current ones.
Breathe into the paper bag and join me past the break for a look at the details that have been revealed and some thoughts on those that have not!
Given such a major announcement but few details, I am sure readers have some questions. Never fear, MJ is here! I shall guide you through what information is currently out there and offer some basic translation/personal commentary/wild speculation. Using my elite powers of information-gathering (no, I really don't have a captured developer locked down in my basement, but that's a good idea...), I bring you The Word.
So here's the scoop: Come February 2012, Aion will convert to a free-to-play subscription model in the European market. What does this mean for folks on that side of the pond? According to the PR machine, it means little will change except opening the market up to a wider audience. In fact, NCsoft expects that there will soon be plenty more Deavas flocking to Atreia for grouping and PvP goodness. Well, ignoring the likelihood of a launch-day fiasco, who can argue against more compatriots and more enemies filling out the server? Other than that, NCsoft's devs were quick to say that little would change for current players.
Surely there is more to it than that, you say. But of course, I reply! Though stop calling me Shirley. Of the details revealed, the outline of the payment models captured my interest most. There will be three distinct levels: Starters (the free group), Veteran, and Gold Pack. The free group is -- drum roll -- free! There will be no cost to sign up, install, or start playing. Starters will have access to every class, level, quest, region, and all equipment in the game. Sounds like a far cry from what many other free-to-play models offer, right? The Veteran group will be comprised of all those who have ever bought and subscribed to Aion in the past, whether the subscription is active or not. This group will enjoy privileges similar to the Gold Pack. The Gold Pack will be a temporary purchase that gives Daevas "full functionality" as well as bonuses like higher AP payouts and (see below) shorter instance cooldown timers.
Now, before hyperventilation sets in -- either from glee or disgust -- note that there are set parameters to this specific conversion, including first and foremost that it is for the European market only. And while details aren't exactly pouring forth, there are a few tidbits to pass along, just enough to whet the appetite of future F2P Daevas or enrage current ones.
Breathe into the paper bag and join me past the break for a look at the details that have been revealed and some thoughts on those that have not!
Given such a major announcement but few details, I am sure readers have some questions. Never fear, MJ is here! I shall guide you through what information is currently out there and offer some basic translation/personal commentary/wild speculation. Using my elite powers of information-gathering (no, I really don't have a captured developer locked down in my basement, but that's a good idea...), I bring you The Word.
So here's the scoop: Come February 2012, Aion will convert to a free-to-play subscription model in the European market. What does this mean for folks on that side of the pond? According to the PR machine, it means little will change except opening the market up to a wider audience. In fact, NCsoft expects that there will soon be plenty more Deavas flocking to Atreia for grouping and PvP goodness. Well, ignoring the likelihood of a launch-day fiasco, who can argue against more compatriots and more enemies filling out the server? Other than that, NCsoft's devs were quick to say that little would change for current players.
Surely there is more to it than that, you say. But of course, I reply! Though stop calling me Shirley. Of the details revealed, the outline of the payment models captured my interest most. There will be three distinct levels: Starters (the free group), Veteran, and Gold Pack. The free group is -- drum roll -- free! There will be no cost to sign up, install, or start playing. Starters will have access to every class, level, quest, region, and all equipment in the game. Sounds like a far cry from what many other free-to-play models offer, right? The Veteran group will be comprised of all those who have ever bought and subscribed to Aion in the past, whether the subscription is active or not. This group will enjoy privileges similar to the Gold Pack. The Gold Pack will be a temporary purchase that gives Daevas "full functionality" as well as bonuses like higher AP payouts and (see below) shorter instance cooldown timers.
2011年12月18日星期日
MMORPG Aion: Details zum Free to Play-Modell
Erst vor wenigen Tagen wurde bekannt gegeben, dass das MMORPG Aion auf das Free to Play-Modell umgestellt und im Vertrieb von Gameforge in Europa übernommen wird. Nun gibt es neue Informationen, wie das Free to Play-Modell aussehen wird.
Dabei gibt es auch Details dazu, was passiert, wenn man sein Abo auf das neue System umstellt und was es mit den Gold Packs auf sich hat, die ihr im Item Shop kaufen k?nnt.
Jeder, der sich einen neuen Account für Aion erstellt, beginnt im Starter-Modus. Damit hat man Zugriff auf alle kostenlosen Inhalte des MMOs und ist nur etwa im Chat oder bei der Nutzung des Auktionshauses eingeschr?nkt, als Schutz vor Bots und dem Handel mit Echtgeld.
Wer bereits ein Abo besitzt, kann seinen Account auf Gameforge transferieren und bekommt damit Zugang zu allen Inhalten mit Ausnahme von Boni wie verringerte Cooldown-Zeiten für Instanzen sowie erh?hte PvP-Münz-Rewards.
Jeder Spieler wird den Item-Shop nutzen k?nnen, in dem er einzigartige Kleidungs-Skins, seltene Haustiere oder neue Frisuren kaufen kann. Daneben wird es hier auch die Gold Packs geben. Diese heben die Einschr?nkungen eures Accounts tempor?r auf und bringen euch Boni wie Zugewinn bei Erfahrungspunkten oder kürzere Cooldownzeiten bei Instanzen ein.
?Wir freuen uns, mit Aion eines der beliebtesten MMOGs ab Februar kostenlos anbieten zu k?nnen und somit diese fantastische Spielwelt vielen neuen Spielern zug?nglich zu machen“, sagt Volker Boenigk, Executive Product Director für Aion bei Gameforge. Und erg?nzt: ?Wir haben unser Modell sehr sorgf?ltig ausgew?hlt, um sicherzustellen, dass s?mtliche spielerisch wertvollen Inhalte allen Nutzern kostenfrei zur Verfügung stehen. Wir sind davon überzeugt, mit diesem Ansatz sowohl bestehenden Spielern als auch Neueinsteigern ein faires Modell zu pr?sentieren, und sind sehr gespannt auf die Reaktionen der Community.“
Dabei gibt es auch Details dazu, was passiert, wenn man sein Abo auf das neue System umstellt und was es mit den Gold Packs auf sich hat, die ihr im Item Shop kaufen k?nnt.
Jeder, der sich einen neuen Account für Aion erstellt, beginnt im Starter-Modus. Damit hat man Zugriff auf alle kostenlosen Inhalte des MMOs und ist nur etwa im Chat oder bei der Nutzung des Auktionshauses eingeschr?nkt, als Schutz vor Bots und dem Handel mit Echtgeld.
Wer bereits ein Abo besitzt, kann seinen Account auf Gameforge transferieren und bekommt damit Zugang zu allen Inhalten mit Ausnahme von Boni wie verringerte Cooldown-Zeiten für Instanzen sowie erh?hte PvP-Münz-Rewards.
Jeder Spieler wird den Item-Shop nutzen k?nnen, in dem er einzigartige Kleidungs-Skins, seltene Haustiere oder neue Frisuren kaufen kann. Daneben wird es hier auch die Gold Packs geben. Diese heben die Einschr?nkungen eures Accounts tempor?r auf und bringen euch Boni wie Zugewinn bei Erfahrungspunkten oder kürzere Cooldownzeiten bei Instanzen ein.
?Wir freuen uns, mit Aion eines der beliebtesten MMOGs ab Februar kostenlos anbieten zu k?nnen und somit diese fantastische Spielwelt vielen neuen Spielern zug?nglich zu machen“, sagt Volker Boenigk, Executive Product Director für Aion bei Gameforge. Und erg?nzt: ?Wir haben unser Modell sehr sorgf?ltig ausgew?hlt, um sicherzustellen, dass s?mtliche spielerisch wertvollen Inhalte allen Nutzern kostenfrei zur Verfügung stehen. Wir sind davon überzeugt, mit diesem Ansatz sowohl bestehenden Spielern als auch Neueinsteigern ein faires Modell zu pr?sentieren, und sind sehr gespannt auf die Reaktionen der Community.“
2011年12月15日星期四
Restaurant Review: Cafe Aion
On a trip to Southern Spain and Morocco, I was invited into the home of a local Moroccan restaurateur for a casual late-night dinner.
In attendance were about 14 people, all seated closely together at a long wooden table. This physical closeness paired with the abundance of wine fostered quick community, even though most were strangers to me.
The table was laden with vessels of earthenware crockery filled with olives and dried fruit. Placed down the center were ceramic pitchers of rose-scented water, wine bottles and flickering candles. There was beauty in the simplicity of the table setting, a warm, relaxed hospitality felt in its offerings.
Dinner at Cafe Aion on the Hill in Boulder reminded me of that lovely evening in many ways.
The dining room at Cafe Aion is cozy and quaint. Wooden tables, a hand-built bar and a Moroccan blue accent wall adorned with black-and-white photos are really the only design elements you'll notice. A peekaboo window lets you peer directly into the restaurant's soul, the kitchen, where chef Dakota Soifer creates his North African and Spanish tapas-style cuisine.
A snack of succulent house olives with preserved lemon and rosemary ($4) and a perfectly mixed Aion jalapeno margarita ($6) warmed me. The server was engaged and informative, suggesting a Spanish white for my guest when he arrived. We ordered a sampling of 6 small plates, most of which were enthusiastically recommended. Aion fried cauliflower ($7) served with saffron yogurt, cumin and lemon didn't remain on the plate very long. The browned and crisped florets acted as the perfect vehicle for dipping into the luxurious sauce.
James Ranch Belford cheese ($8) arrived with crostini and a Moroccan spiced compote. I'd never tasted this cow's milk cheese before; it hails from Durango and is reminiscent of gouda, though harder and infinitely more tangy. I enjoyed how it mingled with the fruitiness of the compote. This cheese dish is also intelligently offered as a dessert option, and I'd seriously considered the encore.
As the table started to fill up with clay vessels of olives, cheese, dipping sauces, small plates and wine, a slight hint of deja vu seeped into my consciousness. I was basking in the glow of that warm, relaxed Moroccan hospitality again.
I was coaxed out of my reverie by the arrival of quinoa salad with Turkish apricots, almonds and preserved lemon ($7) and house made cotechino sausage with lentils du Puy ($11) The quinoa salad had a nutty crunch of sliced almonds and a hint of balanced sweetness.
It's commendable that Cafe Aion creates its own charcuterie, but I found the cotechino lacking flavor. The monochromatic presentation of brown sausage rounds atop brown lentils was drab and unappealing, though after a brief chat with Soifer about his process, I'm looking forward to trying the house cured Genoa salami on my next visit.
A sharable portion of Moroccan style braised Long Farm pork with apricots ($13) was graciously and professionally re-fired, when we discovered that our portion hadn't received any apricots. Another heaping serving along with a side of extra Turkish dried apricots arrived and we devoured every tender morsel.
It was a face-off between ordering the duck confit or the Hazel Dell oyster mushroom dish. After remarking about the rampant appearance of both items on seemingly every menu in Boulder, we chose the duck confit served with farro, pomegranates and walnuts ($16). I was disappointed in this selection. The confit leg was small, bony, and overly salty, for the price I didn't think there was real value either. We should have ordered the mushrooms that our server suggested "were like buttuh," as she hadn't steered us wrong on anything else thus far.
We lingered over our wine, enjoying the sense of wellbeing that comes with satiety. We each ordered an ozo coffee ($3) and chose to share the Tcho chocolate torte with Noosa honey yogurt ($7) The pure flavor of quality chocolate was apparent. Our forks dueled over the last remnants of honey yogurt. I felt so at home, I was tempted to lick the plate, but thankfully managed to restrain myself.
Cafe Aion fosters an environment that parallels their mission: providing straightforward, honest presentations of Spanish and North African inspired fare. It stands out among other small plate restaurants by adding its own unique nuance to local Front Range cuisine. Cafe Aion invites you into its hearth for dinner every Tuesday through Saturday night. You should take them up on their gracious invitation, you'll be happy you did.
In attendance were about 14 people, all seated closely together at a long wooden table. This physical closeness paired with the abundance of wine fostered quick community, even though most were strangers to me.
The table was laden with vessels of earthenware crockery filled with olives and dried fruit. Placed down the center were ceramic pitchers of rose-scented water, wine bottles and flickering candles. There was beauty in the simplicity of the table setting, a warm, relaxed hospitality felt in its offerings.
Dinner at Cafe Aion on the Hill in Boulder reminded me of that lovely evening in many ways.
The dining room at Cafe Aion is cozy and quaint. Wooden tables, a hand-built bar and a Moroccan blue accent wall adorned with black-and-white photos are really the only design elements you'll notice. A peekaboo window lets you peer directly into the restaurant's soul, the kitchen, where chef Dakota Soifer creates his North African and Spanish tapas-style cuisine.
A snack of succulent house olives with preserved lemon and rosemary ($4) and a perfectly mixed Aion jalapeno margarita ($6) warmed me. The server was engaged and informative, suggesting a Spanish white for my guest when he arrived. We ordered a sampling of 6 small plates, most of which were enthusiastically recommended. Aion fried cauliflower ($7) served with saffron yogurt, cumin and lemon didn't remain on the plate very long. The browned and crisped florets acted as the perfect vehicle for dipping into the luxurious sauce.
James Ranch Belford cheese ($8) arrived with crostini and a Moroccan spiced compote. I'd never tasted this cow's milk cheese before; it hails from Durango and is reminiscent of gouda, though harder and infinitely more tangy. I enjoyed how it mingled with the fruitiness of the compote. This cheese dish is also intelligently offered as a dessert option, and I'd seriously considered the encore.
As the table started to fill up with clay vessels of olives, cheese, dipping sauces, small plates and wine, a slight hint of deja vu seeped into my consciousness. I was basking in the glow of that warm, relaxed Moroccan hospitality again.
I was coaxed out of my reverie by the arrival of quinoa salad with Turkish apricots, almonds and preserved lemon ($7) and house made cotechino sausage with lentils du Puy ($11) The quinoa salad had a nutty crunch of sliced almonds and a hint of balanced sweetness.
It's commendable that Cafe Aion creates its own charcuterie, but I found the cotechino lacking flavor. The monochromatic presentation of brown sausage rounds atop brown lentils was drab and unappealing, though after a brief chat with Soifer about his process, I'm looking forward to trying the house cured Genoa salami on my next visit.
A sharable portion of Moroccan style braised Long Farm pork with apricots ($13) was graciously and professionally re-fired, when we discovered that our portion hadn't received any apricots. Another heaping serving along with a side of extra Turkish dried apricots arrived and we devoured every tender morsel.
It was a face-off between ordering the duck confit or the Hazel Dell oyster mushroom dish. After remarking about the rampant appearance of both items on seemingly every menu in Boulder, we chose the duck confit served with farro, pomegranates and walnuts ($16). I was disappointed in this selection. The confit leg was small, bony, and overly salty, for the price I didn't think there was real value either. We should have ordered the mushrooms that our server suggested "were like buttuh," as she hadn't steered us wrong on anything else thus far.
We lingered over our wine, enjoying the sense of wellbeing that comes with satiety. We each ordered an ozo coffee ($3) and chose to share the Tcho chocolate torte with Noosa honey yogurt ($7) The pure flavor of quality chocolate was apparent. Our forks dueled over the last remnants of honey yogurt. I felt so at home, I was tempted to lick the plate, but thankfully managed to restrain myself.
Cafe Aion fosters an environment that parallels their mission: providing straightforward, honest presentations of Spanish and North African inspired fare. It stands out among other small plate restaurants by adding its own unique nuance to local Front Range cuisine. Cafe Aion invites you into its hearth for dinner every Tuesday through Saturday night. You should take them up on their gracious invitation, you'll be happy you did.
2011年12月14日星期三
Aion - Free2Play-Umstellung im Februar 2012
Das Online-Rollenspiel Aion stellt sein Bezahlmodell im Februar 2012 auf ein Free2Play-Modell um. Au?erdem wird in Zukunft Gameforge die Verantwortung der europ?ischen Server übernehmen. Der Grund für den Wechsel des Betreibers und die Umstellung auf F2P sei, dass die Spielerzahlen in den letzten Monaten stark zurückgegangen sind.
In einem Q&A erkl?rt der Entwickler au?erdem die speziellen Boni für weiterhin bezahlende Spieler. Diese bekommen zukünftig eine Gold-Mitgliedschaft mit der alle Features des Spiels uneingeschr?nkt genutzt werden k?nnen. Darüber hinaus sollen alle Premium-Mitglieder Boni wie erh?hten Erfahrungspunkte-Gewinn, kürzere Wartezeiten bei Instanzen und h?here Belohnungen erhalten. Der neue Betreiber Gameforge verspricht dennoch, dass alle Ver?nderungen durch neue Mitglieder-Modelle nicht das Balancing des Spiels ver?ndern.
Alle Spieler, die sich vor der Umstellung des Bezahlmodells jemals einen Account erstellt, und diesem Spielzeit hinzugefügt haben, erhalten au?erdem einen ?Veteranen?-Status. Dadurch erhalten Rückkehrer einige Boni wie unlimitierten Handel und die freie Nutzung s?mtlicher Chat-Kan?le.
Der Vorstandsvorsitzende von Gameforge Alexander R?sner freut sich über die Kooperation mit dem Entwickler und sagt: ?Mit Aion haben wir ein Flaggschiff für unseren MMO-Sektor in unser Portfolio aufgenommen, das unser aktuelles Lineup perfekt erg?nzt. Wir haben mit NCsoft hart daran gearbeitet, ein faires Free-to-Play-Modell zu entwickeln, das neue Spieler ebenso anspricht wie die bestehende Community. Natürlich werden wir auch in Zukunft neue Inhalte entwickeln und diese in enger Zusammenarbeit mit den Spielern erweitern?.
In einem Q&A erkl?rt der Entwickler au?erdem die speziellen Boni für weiterhin bezahlende Spieler. Diese bekommen zukünftig eine Gold-Mitgliedschaft mit der alle Features des Spiels uneingeschr?nkt genutzt werden k?nnen. Darüber hinaus sollen alle Premium-Mitglieder Boni wie erh?hten Erfahrungspunkte-Gewinn, kürzere Wartezeiten bei Instanzen und h?here Belohnungen erhalten. Der neue Betreiber Gameforge verspricht dennoch, dass alle Ver?nderungen durch neue Mitglieder-Modelle nicht das Balancing des Spiels ver?ndern.
Alle Spieler, die sich vor der Umstellung des Bezahlmodells jemals einen Account erstellt, und diesem Spielzeit hinzugefügt haben, erhalten au?erdem einen ?Veteranen?-Status. Dadurch erhalten Rückkehrer einige Boni wie unlimitierten Handel und die freie Nutzung s?mtlicher Chat-Kan?le.
Der Vorstandsvorsitzende von Gameforge Alexander R?sner freut sich über die Kooperation mit dem Entwickler und sagt: ?Mit Aion haben wir ein Flaggschiff für unseren MMO-Sektor in unser Portfolio aufgenommen, das unser aktuelles Lineup perfekt erg?nzt. Wir haben mit NCsoft hart daran gearbeitet, ein faires Free-to-Play-Modell zu entwickeln, das neue Spieler ebenso anspricht wie die bestehende Community. Natürlich werden wir auch in Zukunft neue Inhalte entwickeln und diese in enger Zusammenarbeit mit den Spielern erweitern?.
2011年12月13日星期二
Finland, "the youngest astronaut" p??ssee space in 2013
Vesa Heilala, Finland's second space tourist, is likely to get into space in 2013. He bought 200 $ 000 or EUR 151 000 paid for the mission from the American Virgin Galactic, the company in early 2010.
Heilala delaying their journey in October reached U.S. visit in New Mexico located in the Spaceport America Space Flight field, where the Virgin Galactic had invited persons have booked the trip.
I got to see the airport and close to the time the vessels. I met the Director of the Virgin's Richard Branson and the other astronauts, some of which take a closer look. Most of them are much wealthier than I am, but they still seemed quite ordinary people Heilala describes the distance issue.
Vantaa, P?yry's IT department, who works Heilala says most of the space paid trip to a bank loan, which he paid off every month. It does, however, harmita man, whom the mobile space has been a longtime dream.
- I became interested in space flight as a child, when I saw the color on TV Star Trek series and I read about Space Travel comic books. I'm going to smile broadly when I come back to the flight to the ground, he enthuses.
Space flight lasts about two and a half hours. Special-made aircraft will take the first of two pilots and six passengers 15 miles above the shuttle. After the shuttle ponkaisee own motor and space. Space Tourists spend five minutes of weightlessness at an altitude of one hundred kilometers, after which the shuttle returns to earth.
Finland has reportedly just bought two tickets to the Virgin Galactic space flight. The first buyer of the trip has remained hidden from the public, but according to the information Heilala fifties, he is a man. Therefore, Heilala, 45 years, the jokes to be the youngest astronaut Finnish.
Space flight booking Heilala were waiting to travel in 2012. Rocket motors, however, need further tests, so the first commercial flight is expected until late 2012. Heilala starting number is less than 300, and his flight to be realized about a year after the first flight.
- Some of the passengers already booked their flights in 2005, and their flight was supposed to be in 2008, so little time I had to wait for them in comparison. During the visit, came to know yes, that'd air right now. Swamp the airline, however, the test for peace: ten tests, rather too much than one too few, the future astronaut is reasonably argues.
Heilala delaying their journey in October reached U.S. visit in New Mexico located in the Spaceport America Space Flight field, where the Virgin Galactic had invited persons have booked the trip.
I got to see the airport and close to the time the vessels. I met the Director of the Virgin's Richard Branson and the other astronauts, some of which take a closer look. Most of them are much wealthier than I am, but they still seemed quite ordinary people Heilala describes the distance issue.
Vantaa, P?yry's IT department, who works Heilala says most of the space paid trip to a bank loan, which he paid off every month. It does, however, harmita man, whom the mobile space has been a longtime dream.
- I became interested in space flight as a child, when I saw the color on TV Star Trek series and I read about Space Travel comic books. I'm going to smile broadly when I come back to the flight to the ground, he enthuses.
Space flight lasts about two and a half hours. Special-made aircraft will take the first of two pilots and six passengers 15 miles above the shuttle. After the shuttle ponkaisee own motor and space. Space Tourists spend five minutes of weightlessness at an altitude of one hundred kilometers, after which the shuttle returns to earth.
Finland has reportedly just bought two tickets to the Virgin Galactic space flight. The first buyer of the trip has remained hidden from the public, but according to the information Heilala fifties, he is a man. Therefore, Heilala, 45 years, the jokes to be the youngest astronaut Finnish.
Space flight booking Heilala were waiting to travel in 2012. Rocket motors, however, need further tests, so the first commercial flight is expected until late 2012. Heilala starting number is less than 300, and his flight to be realized about a year after the first flight.
- Some of the passengers already booked their flights in 2005, and their flight was supposed to be in 2008, so little time I had to wait for them in comparison. During the visit, came to know yes, that'd air right now. Swamp the airline, however, the test for peace: ten tests, rather too much than one too few, the future astronaut is reasonably argues.
2011年12月12日星期一
SteelSeries Shift Gaming Keyboard
I will be honest with you when I say that we have reported on the SteelSeries Shift before. Since I have received the Siberia V2, the company was nice enough to send over the Shift.
I have reviewed a similar keyboard years ago with the Zboard, and the Shift has a removable keyboard that can be switched out for games like World of Warcraft or AION. These keyboards fold up when not in use, and are easily switchable.
The Shift also has a few ports. There are two gold plated microphone-in and audio-out ports, as well as two USB 2.0 ports. By the way, you have to plug in the Shift to your laptop or desktop into the headphone and microphone ports, and you need to plug in two USB plugs to get the two USB ports on the keyboard to work.
Another feature is the easy to record macros. You know those moves in MMO games that require several buttons to accomplish? Imagine being able to do that move with one button. Now imagine having seven more buttons for your macros.
By the way, the Shift also has some easy-to-access media keys on the side. Other features include adjustable rubberized feet for 3 different height settings as well as Fine-Tuned Heat Spots.
You should be able to get the Shift from the SteelSeries site for about $99.99. The shiftable keyboards will cost about $24.99.
I have reviewed a similar keyboard years ago with the Zboard, and the Shift has a removable keyboard that can be switched out for games like World of Warcraft or AION. These keyboards fold up when not in use, and are easily switchable.
The Shift also has a few ports. There are two gold plated microphone-in and audio-out ports, as well as two USB 2.0 ports. By the way, you have to plug in the Shift to your laptop or desktop into the headphone and microphone ports, and you need to plug in two USB plugs to get the two USB ports on the keyboard to work.
Another feature is the easy to record macros. You know those moves in MMO games that require several buttons to accomplish? Imagine being able to do that move with one button. Now imagine having seven more buttons for your macros.
By the way, the Shift also has some easy-to-access media keys on the side. Other features include adjustable rubberized feet for 3 different height settings as well as Fine-Tuned Heat Spots.
You should be able to get the Shift from the SteelSeries site for about $99.99. The shiftable keyboards will cost about $24.99.
2011年12月11日星期日
West gegen Ost – Das Beispiel Lineage 2
Wie jeden Sonntag erwartet dich auch heute eine neue Ausgabe unserer Kolumne “Ausgespielt”, die sich um alles dreht, was mit Spielen zu tun hat. Diese Woche Thema ist West gegen Ost oder auch: Der Fall Lineage 2.
Lineage 2 erschien 2003 in Korea und Anfang 2004 im Westen. In Korea schlug der zweite Teil ein wie eine Bombe, im Westen avancierte es bestenfalls zum Geheimtipp unter den PvP-Fans. Als NCSoft Ost dann bei West nachfragte, warum denn das Spiel nicht bei den Leuten ankme, kam die Antwort: Es ist ein Hardcore-PvP-Game, das sei nichts fr den Westen.
Die Wahrheit sah in Wirklichkeit ganz anders aus. Werbung wurde fr das Spiel in Westen so gut wie nicht gemacht, Support geschweige denn GMs suchte man vergebens. Auch die Updates fr das Spiel brauchten lnger, um in den Westen zu kommen, als man es gewohnt war. Vermutlich drfte es auch eine Rolle gespielt haben, dass ein Jahr spter schon das hauseigene Kind von NCSoft West erscheinen sollte, Guild Wars. Das hatte zwar keine Burgenbelagerungen wie bei LA 2 aber dennoch war es auf PvP ausgerichtet. Vielleicht wollte man einfach keinen Konkurrenten im Westen haben.
Was auch immer es war, es sorgte dafr, dass LA 2 zumindest in Europa in die Bedeutungslosigkeit abrutschte und gerade als man glaubte, schlimmer geht es gar nicht mehr, wurde es genau das. ber Nacht zogen die China-Farmer ins Spiel ein und berrannten frmlich die Server. Da es keinen GM-Support im Westen gab, wurde auch nicht gegengesteuert. Die meisten Spieler hatten dann so die Nase voll, dass sie auf Privatserver flchteten. Weitere Jahre vergingen und LA 2 wurde beinahe vergessen, bis das Spiel vor Kurzem nun auf Free2Play umgestellt wurde.
Und was durch diese Umstellung mit dem Spiel im Westen passierte, drfte bei NCsoft West mehr als nur Magenschmerzen ausgelst haben. Am Tag der Umstellung auf Free2Play wurden die Server berrannt. NCsoft West kam kaum hinterher, neue Server hochzuschalten. Nicht nur alte Spieler kamen wieder, auch neue Spieler, die von dem Spiel nur gehrt hatten, kamen und blieben dort.
Das drfte dem Vorstand von NCsoft West Schwei?perlen auf die Stirn treiben, denn wie erklrt man der Mutterfirma diesen pltzlichen Erfolg? Aber das Vertrauen zum westlichen Zweig drfte so oder so ziemlich gelitten haben. Besonders wenn man sich die zum Teil sehr mangelhafte Arbeit bei Aion anschaut wird einem klar, warum sich um LA 2 in Europa jetzt ein neuer Publisher kmmert. Dieser Publisher hei?t Innova und kommt aus Russland. Innova kmmerte sich sowieso schon um die NCsoft-Produkte und hat nun die Chance bekommen, das in Europa ebenfalls zu tun.
Bis jetzt sieht das, was die Russen mit LA2 machen, ziemlich gut aus. Sie werden das ganze Spiel nach 8 Jahren nicht nur auf Deutsch herausbringen, sondern kmmern sich jetzt schon liebevoller um das Spiel als es NCsoft West je getan hat. So hat Innova z.B. damit begonnen, GMs auf den europischen Server zu stellen, die nicht nur mit Rat und Tat bei Problemen zur Seite stehen, sondern auch mal bei akuten Mobmangel neue Mobs erscheinen lassen. Genauso wird wenig Mitleid mit den Goldsellern und Bottern gezeigt, die momentan schneller aus dem Spiel fliegen als man gucken kann. Zu NCsoft-Zeiten undenkbar.
Innova kann auf jeden Fall gelassen in die Zukunft blicken, denn besser gemacht als NCsoft West haben sie es jetzt schon. Fr NCsoft West wiederum drften das ziemlich unschne Wochen werden, besonders wenn man bedenkt, dass sie dieses Mal wohl keine Ausrede mehr parat haben drften, um die Mutterfirma zu beschwichtigen. Bei LineAge 2 bleibt natrlich abzuwarten, ob sich die Spielerzahl auch nach dem ersten Ansturm halten und weiter entwickeln kann.
Lineage 2 erschien 2003 in Korea und Anfang 2004 im Westen. In Korea schlug der zweite Teil ein wie eine Bombe, im Westen avancierte es bestenfalls zum Geheimtipp unter den PvP-Fans. Als NCSoft Ost dann bei West nachfragte, warum denn das Spiel nicht bei den Leuten ankme, kam die Antwort: Es ist ein Hardcore-PvP-Game, das sei nichts fr den Westen.
Die Wahrheit sah in Wirklichkeit ganz anders aus. Werbung wurde fr das Spiel in Westen so gut wie nicht gemacht, Support geschweige denn GMs suchte man vergebens. Auch die Updates fr das Spiel brauchten lnger, um in den Westen zu kommen, als man es gewohnt war. Vermutlich drfte es auch eine Rolle gespielt haben, dass ein Jahr spter schon das hauseigene Kind von NCSoft West erscheinen sollte, Guild Wars. Das hatte zwar keine Burgenbelagerungen wie bei LA 2 aber dennoch war es auf PvP ausgerichtet. Vielleicht wollte man einfach keinen Konkurrenten im Westen haben.
Was auch immer es war, es sorgte dafr, dass LA 2 zumindest in Europa in die Bedeutungslosigkeit abrutschte und gerade als man glaubte, schlimmer geht es gar nicht mehr, wurde es genau das. ber Nacht zogen die China-Farmer ins Spiel ein und berrannten frmlich die Server. Da es keinen GM-Support im Westen gab, wurde auch nicht gegengesteuert. Die meisten Spieler hatten dann so die Nase voll, dass sie auf Privatserver flchteten. Weitere Jahre vergingen und LA 2 wurde beinahe vergessen, bis das Spiel vor Kurzem nun auf Free2Play umgestellt wurde.
Und was durch diese Umstellung mit dem Spiel im Westen passierte, drfte bei NCsoft West mehr als nur Magenschmerzen ausgelst haben. Am Tag der Umstellung auf Free2Play wurden die Server berrannt. NCsoft West kam kaum hinterher, neue Server hochzuschalten. Nicht nur alte Spieler kamen wieder, auch neue Spieler, die von dem Spiel nur gehrt hatten, kamen und blieben dort.
Das drfte dem Vorstand von NCsoft West Schwei?perlen auf die Stirn treiben, denn wie erklrt man der Mutterfirma diesen pltzlichen Erfolg? Aber das Vertrauen zum westlichen Zweig drfte so oder so ziemlich gelitten haben. Besonders wenn man sich die zum Teil sehr mangelhafte Arbeit bei Aion anschaut wird einem klar, warum sich um LA 2 in Europa jetzt ein neuer Publisher kmmert. Dieser Publisher hei?t Innova und kommt aus Russland. Innova kmmerte sich sowieso schon um die NCsoft-Produkte und hat nun die Chance bekommen, das in Europa ebenfalls zu tun.
Bis jetzt sieht das, was die Russen mit LA2 machen, ziemlich gut aus. Sie werden das ganze Spiel nach 8 Jahren nicht nur auf Deutsch herausbringen, sondern kmmern sich jetzt schon liebevoller um das Spiel als es NCsoft West je getan hat. So hat Innova z.B. damit begonnen, GMs auf den europischen Server zu stellen, die nicht nur mit Rat und Tat bei Problemen zur Seite stehen, sondern auch mal bei akuten Mobmangel neue Mobs erscheinen lassen. Genauso wird wenig Mitleid mit den Goldsellern und Bottern gezeigt, die momentan schneller aus dem Spiel fliegen als man gucken kann. Zu NCsoft-Zeiten undenkbar.
Innova kann auf jeden Fall gelassen in die Zukunft blicken, denn besser gemacht als NCsoft West haben sie es jetzt schon. Fr NCsoft West wiederum drften das ziemlich unschne Wochen werden, besonders wenn man bedenkt, dass sie dieses Mal wohl keine Ausrede mehr parat haben drften, um die Mutterfirma zu beschwichtigen. Bei LineAge 2 bleibt natrlich abzuwarten, ob sich die Spielerzahl auch nach dem ersten Ansturm halten und weiter entwickeln kann.
2011年12月8日星期四
Big bands, poetry, food, beverages -- what's not to like?
This is the time of year when people like me are supposed to be compiling lists upon lists of things that've been notable in the past year. Top albums of 2011, favorite meals, oddest stories -- that kind of thing. No dice. Either I've lost my reflective gear or I'm just too busy with the present and unable to think about the rest of the year.
I'm fine at coming up with things you should look at today. Right now. Immediately. Search this site for "Five Things" and you'll see what I mean.
But when it comes to thinking back, I'm going to have to rely on some local events this weekend to knock me out of the here-and-now. Here's what's on the slate:
This week marks 70 years since the Japanese attack on Pearl Harbor, spurring national remembrance of World War II and the 1940s. Fitting, then, that Saturday from 6 p.m. until deep into the night -- 1 a.m., even -- you can doll yourself up '40s-style and enjoy the Big Band Christmas Ball . On the slate are '40s and '50s holiday fun with music from The Hot Tomatoes and from performers in the style of Sinatra and the Andrews Sisters, reenactments from popular old-timey Christmas movies and, possibly, maybe... enchantment. Tickets are $45 and, as of this writing, are still available.
My big-band-nerd sources say it's a good old time -- and photos from previous events organized by the same folks look really incredible. Period dress is strongly recommended.
Speaking of anniversaries, Innisfree Poetry Bookstore and Café , 1203 13th St., is celebrating one year of poetry and caffeine this Saturday. Know what'll be at the celebration? Poetry and caffeine -- and a 20 percent discount on all books, all day. There will also be live music at times throughout the day, and at night, the café hosts the Winter Art Gala with food from nearby Café Aion, a silent art auction, poetry readings and plenty more.
I asked proprietor Brian Buckley to send over a poem he thought was in some way representative of the year at Innisfree and he quickly emailed over Sylvia Plath's "Morning Song."
"Kate and I feel the store is our third child -- we have two daughters," wrote Buckley. "This poem reminds us of 'birthing' the store and the so many clear vowels we have seen rise in the store during our first year of weekly readings."
By the way? Off the top of my head? Top album: Thurston Moore, Demolished Thoughts. Favorite meal (excluding the week I got married, because that's not a fair fight): coffee and donuts outside at the Pinyon at sunset with my special lady friend. Oddest story: Gotta be the guy who was hiding in the portable toilet.
See? You can do anything if you convince yourself that you have to -- no matter how inane! Good luck getting your end-of-year stuff done and have fun this weekend.
I'm fine at coming up with things you should look at today. Right now. Immediately. Search this site for "Five Things" and you'll see what I mean.
But when it comes to thinking back, I'm going to have to rely on some local events this weekend to knock me out of the here-and-now. Here's what's on the slate:
This week marks 70 years since the Japanese attack on Pearl Harbor, spurring national remembrance of World War II and the 1940s. Fitting, then, that Saturday from 6 p.m. until deep into the night -- 1 a.m., even -- you can doll yourself up '40s-style and enjoy the Big Band Christmas Ball . On the slate are '40s and '50s holiday fun with music from The Hot Tomatoes and from performers in the style of Sinatra and the Andrews Sisters, reenactments from popular old-timey Christmas movies and, possibly, maybe... enchantment. Tickets are $45 and, as of this writing, are still available.
My big-band-nerd sources say it's a good old time -- and photos from previous events organized by the same folks look really incredible. Period dress is strongly recommended.
Speaking of anniversaries, Innisfree Poetry Bookstore and Café , 1203 13th St., is celebrating one year of poetry and caffeine this Saturday. Know what'll be at the celebration? Poetry and caffeine -- and a 20 percent discount on all books, all day. There will also be live music at times throughout the day, and at night, the café hosts the Winter Art Gala with food from nearby Café Aion, a silent art auction, poetry readings and plenty more.
I asked proprietor Brian Buckley to send over a poem he thought was in some way representative of the year at Innisfree and he quickly emailed over Sylvia Plath's "Morning Song."
"Kate and I feel the store is our third child -- we have two daughters," wrote Buckley. "This poem reminds us of 'birthing' the store and the so many clear vowels we have seen rise in the store during our first year of weekly readings."
By the way? Off the top of my head? Top album: Thurston Moore, Demolished Thoughts. Favorite meal (excluding the week I got married, because that's not a fair fight): coffee and donuts outside at the Pinyon at sunset with my special lady friend. Oddest story: Gotta be the guy who was hiding in the portable toilet.
See? You can do anything if you convince yourself that you have to -- no matter how inane! Good luck getting your end-of-year stuff done and have fun this weekend.
2011年12月7日星期三
La beta di Star Wars The Old Republic tocca quota 2 milioni di utenti
The Old Republic ha già fatto registrare numeri da record, facendo presagire ottimi risultati in vista dell'esordio ufficiale. Due milioni di fan hanno infatti già preso parte alle fasi di test.
"Il gioco possiede già una base pre-esistente di fan. Abbiamo avuto 2.4 milioni di persone registrate sul fan site di Star Wars, e oltre due milioni hanno deciso di aderire gratuitamente alla beta", ha commentato Eric Brown, CFO di Electronic Arts, nella giornata odierna.
Il titolo ha registrato ben 725.000 utenti unici solamente nello scorso weekend (che negli USA ha combaciato con il giorno del 'Ringraziamento'), durante il quale il totale di ore giocate è stato pari a 9 milioni. La media per ogni giocatore loggato in questa tre giorni è stata di 12 ore a testa, secondo i dati forniti da Gamasutra.
"Per quanto riguarda il picco di utenti in contemporanea abbiamo avuto oltre mezzo milione di persone che hanno giocato simultaneamente", ha aggiunto Brown.
Vi ricordiamo che la versione definitiva di Star Wars: The Old Republic è prevista sia in Nord America che in Europa a partire dal prossimo 20 dicembre.
Nei prossimi giorni pubblicheremo un approfondimento su tutte le caratteristiche di gioco di The Old Republic e le nostre prime impressioni.
"Il gioco possiede già una base pre-esistente di fan. Abbiamo avuto 2.4 milioni di persone registrate sul fan site di Star Wars, e oltre due milioni hanno deciso di aderire gratuitamente alla beta", ha commentato Eric Brown, CFO di Electronic Arts, nella giornata odierna.
Il titolo ha registrato ben 725.000 utenti unici solamente nello scorso weekend (che negli USA ha combaciato con il giorno del 'Ringraziamento'), durante il quale il totale di ore giocate è stato pari a 9 milioni. La media per ogni giocatore loggato in questa tre giorni è stata di 12 ore a testa, secondo i dati forniti da Gamasutra.
"Per quanto riguarda il picco di utenti in contemporanea abbiamo avuto oltre mezzo milione di persone che hanno giocato simultaneamente", ha aggiunto Brown.
Vi ricordiamo che la versione definitiva di Star Wars: The Old Republic è prevista sia in Nord America che in Europa a partire dal prossimo 20 dicembre.
Nei prossimi giorni pubblicheremo un approfondimento su tutte le caratteristiche di gioco di The Old Republic e le nostre prime impressioni.
2011年12月6日星期二
The Old Republic - Mehr als zwei Millionen Anmeldungen für den Beta-Test
Am vergangenen Wochenende fand die letzte Phase des Beta-Tests von dem Online-Rollenspiel Star Wars: The Old Republic statt. Für den Publisher Electronic Arts ist dies allem Anschein nach ein guter Grund, um Bilanz zu ziehen.
Eric Brown, der Chief Financial Officer von Electronic Arts, gab jetzt im Rahmen einer Konferenz einige interessante Statistiken rund um den Beta-Test bekannt. Demnach haben sich mehr als zwei Millionen Freiwillige für den Test angemeldet. Am langen Thanksgiving-Wochenende (24. bis 27. November 2011) loggten sich mehr als 725.000 Menschen auf die Beta-Server ein, von denen im Durchschnitt jeder zw?lf Stunden innerhalb des besagten Zeitraums spielten. Die maximale Anzahl an gleichzeitig spielenden Testern lag laut Brown bei zirka 250.000.
Die Vorzeichen für Star Wars: The Old Republic kurz vor dem Release am 20. Dezember 2011 stehen somit gut. Sollten die Verkaufszahlen ein ?hnlich hohes Niveau erreichen wie die Anzahl der Beta-Anmeldungen, dürften Electronic Arts und BioWare sicherlich zufrieden sein.
Eric Brown, der Chief Financial Officer von Electronic Arts, gab jetzt im Rahmen einer Konferenz einige interessante Statistiken rund um den Beta-Test bekannt. Demnach haben sich mehr als zwei Millionen Freiwillige für den Test angemeldet. Am langen Thanksgiving-Wochenende (24. bis 27. November 2011) loggten sich mehr als 725.000 Menschen auf die Beta-Server ein, von denen im Durchschnitt jeder zw?lf Stunden innerhalb des besagten Zeitraums spielten. Die maximale Anzahl an gleichzeitig spielenden Testern lag laut Brown bei zirka 250.000.
Die Vorzeichen für Star Wars: The Old Republic kurz vor dem Release am 20. Dezember 2011 stehen somit gut. Sollten die Verkaufszahlen ein ?hnlich hohes Niveau erreichen wie die Anzahl der Beta-Anmeldungen, dürften Electronic Arts und BioWare sicherlich zufrieden sein.
2011年12月4日星期日
Even the rain could not undermine the Rauma artificial atmosphere of the opening of the ice
The thermometer shows plus four. The sky ropisee Wacky rain. Greening up the lawn.
Such, this is often still on the west coast during December.
Yet, Pyynp?? Raumanmeri school and the school between the skates on the ground, dozens of people, a light red face.
Freezing Equipment found plenty of punch, if it is able to hold the ice together
Rauma, a new artificial ice rink brings a whole new dimension to the local ice sports.
- Just a good will is, though a bit sataakin. I'm going to come here once again, but when possible, lock the E-junior player with Rasmus August enthusiasts.
Enthusiastic little among the junior skates a couple of little more leisurely moving adult men. The city council's chairman, Vesa and lock Heino strong influence Rauno Mokkakin hokkarit are dug up.
- I live right there next to you, but without the ice it just because of this built in, Heino says with a laugh.
- City staff worked really hard work for three days, that they were the opening ceremony of the ice shape, Suede says.
Of input subsidy to benefit from the kes?palloilijatkin, artificial ice for the summer because the site is installed artificial turf sand.
New tekoj?? serves mostly common in urban areas, because most of the time of use is free.
Such, this is often still on the west coast during December.
Yet, Pyynp?? Raumanmeri school and the school between the skates on the ground, dozens of people, a light red face.
Freezing Equipment found plenty of punch, if it is able to hold the ice together
Rauma, a new artificial ice rink brings a whole new dimension to the local ice sports.
- Just a good will is, though a bit sataakin. I'm going to come here once again, but when possible, lock the E-junior player with Rasmus August enthusiasts.
Enthusiastic little among the junior skates a couple of little more leisurely moving adult men. The city council's chairman, Vesa and lock Heino strong influence Rauno Mokkakin hokkarit are dug up.
- I live right there next to you, but without the ice it just because of this built in, Heino says with a laugh.
- City staff worked really hard work for three days, that they were the opening ceremony of the ice shape, Suede says.
Of input subsidy to benefit from the kes?palloilijatkin, artificial ice for the summer because the site is installed artificial turf sand.
New tekoj?? serves mostly common in urban areas, because most of the time of use is free.
2011年12月1日星期四
Mind tricks are the lazy way of doing things edition
Recently, I've become enamored of the Bavarian Fire Drill. For those who don't want to click on that link (it's work-safe in the sense that it contains no cursing and not work-safe in the sense that you'll be clicking for hours), it's the art of infiltrating a building by carrying a clipboard and acting like you're supposed to be there. Sure, you could just wave your hand and tell people that these aren't the droids they're looking for, but wouldn't you rather have the chutzpah to just walk around like it wasn't a thing?
That leads very naturally to this week's installment of Ask Massively, in which we discuss whether or not leveling mechanics have worn our their collective welcomes in MMOs.
Kaahn Stewart asked: Do you think it's time to do away with leveling? It seems like the leveling process is becoming more and more trivialized, which makes me wonder why it's even there in the first place. Why not have a game start at endgame and provide players new abilities or skills for running content, rather than grinding needless levels?
Because that's still leveling -- it's just leveling through a different set of criteria.
Some games are certainly trying to do away with the idea of gating things to level whatever -- The Secret World, for instance, has a rather different way of having characters grow and improve over time. But even if you switch new abilities and skills to being locked behind content rather than via reaching some high-water mark of experience points, you still have a situation in which you need to do X in order to learn how to do Y.
In some ways, actually, leveling is a better way to handle things than strict content gating. You need to earn a total number of points to level up, but the game doesn't care how you earn them.
Now, a lot of games have also made it easier to level up, which can be seen as making leveling less relevant. This is really a conscious move, I suspect, since slower leveling just makes gaining levels more tedious rather than more difficult. (Your primary enemy should not be boredom.) It makes it easier for players who want to push up to max level to do precisely that, but it doesn't force players to do so -- you can take your time, explore a bit, and head off the beaten path if you so desire.
Is it time to play around with different ways to gate abilities and progression? Certainly. But leveling itself is still serving its purpose. Sometimes it needs a bit more fine-tuning than it receives, but there's no need to throw the baby out with the bathwater.
That leads very naturally to this week's installment of Ask Massively, in which we discuss whether or not leveling mechanics have worn our their collective welcomes in MMOs.
Kaahn Stewart asked: Do you think it's time to do away with leveling? It seems like the leveling process is becoming more and more trivialized, which makes me wonder why it's even there in the first place. Why not have a game start at endgame and provide players new abilities or skills for running content, rather than grinding needless levels?
Because that's still leveling -- it's just leveling through a different set of criteria.
Some games are certainly trying to do away with the idea of gating things to level whatever -- The Secret World, for instance, has a rather different way of having characters grow and improve over time. But even if you switch new abilities and skills to being locked behind content rather than via reaching some high-water mark of experience points, you still have a situation in which you need to do X in order to learn how to do Y.
In some ways, actually, leveling is a better way to handle things than strict content gating. You need to earn a total number of points to level up, but the game doesn't care how you earn them.
Now, a lot of games have also made it easier to level up, which can be seen as making leveling less relevant. This is really a conscious move, I suspect, since slower leveling just makes gaining levels more tedious rather than more difficult. (Your primary enemy should not be boredom.) It makes it easier for players who want to push up to max level to do precisely that, but it doesn't force players to do so -- you can take your time, explore a bit, and head off the beaten path if you so desire.
Is it time to play around with different ways to gate abilities and progression? Certainly. But leveling itself is still serving its purpose. Sometimes it needs a bit more fine-tuning than it receives, but there's no need to throw the baby out with the bathwater.
订阅:
博文 (Atom)