— Gaming Phanatic (@Vampero) March 15, 2016
Krakow, 8.14.2015: DRAGO Entertainment is proud to announce that the highly anticipated Unreal-powered Client Action MMORPG, Otherland will be available on Steam on August 26, 2015. Following more than six years of development, eager players are finally getting a chance to experience the game via Steam’s Early Access. Players will be treated to a completely revamped, visually stunning online game where they can explore the “Multiverse” of virtual worlds based on the popular Tad Williams novels. After two recent closed beta tests, Early Access is the final step in the journey to the official launch of the game in early 2016. Follow the game on Steam now at: http://store.steampowered.com/app/376310/
Otherland – A look At The Key Features – Part I
The “reboot” is almost complete: Nearly two years after the transition of the Otherland project from now defunct studio RealU, new developer DRAGO Entertainment is putting the finishing touches on the ambitious Action MMORPG. Almost feature- and content complete, now it is up to the community to test the game in in-depth, provide feedback and thus shape the final product that is to be released early next year.
Despite being in Early Access, Otherland is one of the most advanced titles on the service, a far cry from the Pre-Alpha Versions often put up for sale. Most of the unique features – starting with the eDNA System that allows users to “collect and clone” items and even NPCs up to the Housing and PVP systems – have been fully implemented already. Other features, such as the extensive Clan Land and Clan War Features are far along in development and will be added soon. Further content updates such as new worlds filled with quests, additional battlegrounds and minigames are planned for the upcoming months; all of these features will be taking community feedback into account. Revenues derived from Early Access will flow right back into development, allowing for additional time to balance, optimize and polish the game before the intended Release in early 2016. “After two closed beta tests we decided against the traditional Open Beta phase and instead opted to go Early Access on Steam because it allows us to better involve the community in the polishing process”, commented Lucjan Mikociak, CEO of DRAGO Entertainment. “We have come a long way since taking on the project nearly two years ago, and as a small independent developer we love to communicate with our community and appreciate their feedback and ideas, as we are determined to make sure that Otherland will not officially launch until it is ready.”
In the Unreal-powered Action MMORPG, based on the bestseller novels by Tadd Williams, players explore a series of virtual worlds, each with a completely unique look, but connected by an overarching storyline: The fantasy world “Eight Squared”, the cyber-punk inspired “Bad Sector”, the Asian “Five Isles” and the SciFi planet “Mars”. The “Lambda Mall” functions as the central hub for players to socialize, complete with bars, shops and personal player apartments. Thanks to its unique setting, Otherland features several innovations for MMOs, among them the eDNA of NPCs, Avatars and Items as well as the “USpace” (Player housing) and “ClanLand”-systems.
• Quest-driven MMORPG with 4 character classes in PvE and PvP
• Action-based combat with WASD-controls and Mouse-aiming
• Outstanding virtual reality scenario with 5 uniquely designed worlds and a strong story, based on Tad Williams’ bestselling novels
• eDNA: Players craft items and clone NPCs based on their virtual DNA
• USpace: Personal housing – customize, grow resources and defend against other players
• ClanLand: Clans develop their own worlds and protect them in clan wars
The Otherland MMORPG is being developed by DRAGO Entertainment in Krakow, Poland, on behalf of the Otherland Co-Production GmbH, produced by IME GmbH. Further information on the game can be found at http://www.drago-entertainment.com/Otherland . Community forum can be reached under http://forum.drago-entertainment.com.
The world exclusive gameplay trailer for HITMAN showcases Io-Interactive’s newest chapter in the acclaimed blockbuster series of creative stealth action games.
The target is Viktor Novikov, a Russian billionaire and one of the ringleaders of an enigmatic spy ring called IAGO. Set against the backdrop of the Sanguine fashion show in Paris. You have the power and intelligence of Agent 47 at your fingertips and, with complete freedom of approach, it is your choice whether to use brute force or orchestrate a genuine masterpiece of assassination.
HITMAN is a live and ever-expanding world of assassination, a digital experience that will continue to grow, deepen and evolve over time, where players perform contract hits on powerful, high profile targets in exotic locations around the world. The experience begins on December 8th 2015.
Newest Expansion Introduces Guild-Based PvP and Largest In-Game Map
REDWOOD CITY, Calif. – May 21, 2015 – Today, Perfect World Entertainment Inc., a leading publisher of free-to-play MMORPGs, and Cryptic Studios announced Neverwinter: Strongholds – the seventh expansion for the action MMORPG set in the Dungeons & Dragons’ Forgotten Realms universe from Wizards of the Coast – is coming to PC in summer 2015. In the newest expansion, players join their guild to claim an abandoned keep from the wild and build it back into its former glory on the largest map in Neverwinter.
Reminiscent of early Dungeons & Dragons gameplay, Neverwinter: Strongholds empowers guilds to reclaim a keep and its surrounding wilderness areas from monsters. As the lands are cleared, guilds will build defenses both in and around their strongholds using structures like archer towers to fend off attackers, while building siege structures to increase their ability to wage war against enemy guilds. Once the keep has been secured, guilds will work to solidify their foothold along the ranges of the Sword Coast.
“Over the course of the past two years, Neverwinter has been a way for players to experience Dungeons & Dragons themed storylines including Tyranny of Dragons and Elemental Evil,” said Rob Overmeyer, executive producer for Neverwinter. “Strongholds gives our Neverwinter players the ability to create their own stories of banding together with their guild to forge the tales of their rescuing of lands overrun with Orcs and defending their turf from invading players.”
Game Industry Pros from SOCOM and More Join with Special Operations Veterans to Revive Tactical Team-Based Military Shooters in Pre-Alpha Release on Steam
SOUTHERN PINES, NC (MAY 19, 2015) – SOF Studios, an independent developer comprised of both armed forces and game industry veterans, has released H-Hour: World’s Elite™, a tactical, team-based military shooter, via Steam’s “Early Access” program. The game has been in private testing this Spring and heads to Steam as a pre-alpha, community-focused build.
H-Hour: World’s Elite has already drawn a strong group of more than 10,000 early supporters on the forums at http://www.sofstudios.com that has helped bring the game to Early Access. New players are invited to join in and help shape the future of the game with their impressions, feedback and ideas. The game can be found online on Steam at http://store.steampowered.com/app/293220/ for $24.99 U.S.D.
“H-Hour: World’s Elite is truly a community-led project, with long-time fans of games like Delta Force and SOCOM already providing incredible feedback and ideas to help shape the future gameplay and features of H-Hour,” said Tom Flanagan, Co-Owner and President, SOF Studios. “Steam’s Early Access platform allows us to engage with an even broader community of players who want to share their experience and opinions. We hope everyone interested in reviving the military shooter genre will download H-Hour and help us build the game that they will love to play with their friends for years to come.”
The Early Access version of H-Hour: World’s Elite will include the main framework for the multiplayer experience, including lobbies, 8-v-8 matches, several maps, two game modes, and weapon and armament selection for characters. The game is currently in a pre-alpha state, so players looking for a full-featured game, without bugs, are encouraged to wait until the game’s official release in the future. However, players who enjoy having a real voice in shaping the games they play will find a thriving and excited community of like-minded gamers driving the development of H-Hour alongside them.
Developed by a unique combination of decorated US Special Operations veterans and experienced game creators with past work on titles like Sony’s SOCOM series, H-Hour: World’s Elite aims to revive the tactical military shooter, where teamwork and strategy are paramount to success. The development team includes studio head Tom Flanagan, a retired Army Special Operations veteran with several years of direct action combat; Art Director Russell Phillips, who formerly shaped the look of SOCOM: US Navy SEALs for Zipper Interactive; Creative Direction support by David Sears, former Creative Director for SOCOM: US Navy SEALs; Lead Audio Designer Nathan Brenholdt, whose previous work appeared in SOCOM: US Navy SEALs, God of War, Twisted Metal, Uncharted, and more; and Game Designer Kevin De Respino, formerly of his own independent studio, Look At It Games.
Everyone who pre-orders the highly anticipated, next-generation RPG, can choose to preload the game and be one of the very first to play The Witcher 3: Wild Hunt when it goes live on May 19th.
At GOG.com, the simplest way to preload the game is through the recently announced GOG Galaxy client. GOG Galaxy is fully integrated into the DRM-free release of The Witcher 3: Wild Hunt and includes convenient auto-updates, game time tracking and achievements.
The game is also available for preload to gamers who purchased Wild Hunt on Xbox Live, and will be available for PlayStation Network users soon.
The Witcher 3: Wild Hunt will be officially released and unlocked on May 19, at 1:00 AM CET (Warsaw time), i.e:
May 18th, 4.00 pm PT (Los Angeles)
May 18th, 7.00 pm ET (New York)
May 19th, 00.00 am BT (London)
May 19th, 2.00 am UT (Moscow)
May 19th, 8.00 am JT (Tokyo).
Garnering over 200 prestigious awards before launch, The Witcher 3: Wild Hunt is CD PROJEKT RED’s most ambitious endeavour up to date. Set within a truly open world, the game puts you in the role of a wandering bounty hunter and monster slayer, Geralt of Rivia. In The Witcher, you take on the greatest contract of your life – tracking down the Child of Prophecy, a living weapon that can alter the shape of the world. The game will receive 16 entirely free DLCs, that will be available for every gamer owning a copy of Wild Hunt. The DLCs will be released in pairs on a weekly basis, starting from May 20th.
The game is scheduled to launch May 19th, 2015, on Xbox One, the all-in-one games and entertainment system from Microsoft, Windows PC, and PlayStation®4. Visit www.thewitcher.com for more information about the game and pre-order availability worldwide.
Below is a message from Rob Overmeyer, executive producer for Neverwinter, announcing the new April 7 release date for Neverwinter: Elemental Evil.
When we first announced Neverwinter: Elemental Evil in January, our team was excited to introduce the community to our biggest expansion launch for Neverwinter to-date. With our efforts to revamp nearly all of our in-game systems, including the introduction of the level cap increase and the new Oathbound Paladin class, our plan was more ambitious than we had anticipated.
Our Neverwinter team wants to ensure that we deliver our promise of a high quality expansion, and in order to do so, we need a few more weeks to fine tune the Neverwinter: Elemental Evil experience. Consequently, we have made the decision to delay the launch of Neverwinter: Elemental Evil to April 7.
We appreciate your patience as we take this extra time to make sure the Neverwinter: Elemental Evil experience lives up to our expectations. Our team is extremely excited for players to experience the new story, zones, critter groups and additional new changes coming to our game in April. Stay tuned to our blog and social channels as we continue to share additional details for Neverwinter: Elemental Evil.
June can’t come fast enough ! Xbox One all day with this game !
Read Patch Notes here: http://forums.elderscrollsonline.com/en/discussion/154426/
THE JUSTICE SYSTEM GUIDE: http://www.elderscrollsonline.com/en-us/news/post/2015/01/26/update-6-guide-the-justice-system
Posted On 12/8/14 9:15 AM
The time has come to grab your survival gear and start making preparations for the end of the world. Will you be a heroic survivor or a villainous bandit? Either way, you’re going to need to plan if you want to survive. January 15th, 2015 will be here before you know it. Make sure you’re ready when it arrives…
Find out more about H1Z1 by reading our full FAQ
Want the most up-to-date news on H1Z1? Be sure to sign up for the newsletter on www.H1Z1.com
Make sure you’re also following our social channels for H1Z1 news and potential giveaways!
source : H1Z1
Several press web sites are reporting today about SteamOS, Steam Machines, and the Steam Controller. They came to Steam hardware HQ recently and spent some hands-on time with all three. Here is a roundup of their coverage:
Also, here are some photographs that we shot recently of the Steam Machine prototype and Steam Controller:
Award-Winning MMORPG Available For Immediate Download Today
Redwood Shores, CA (October 28, 2013) –RIFT®, the award-winning free-to-play MMORPG from Trion Worlds, is now available on Steam, Valve Software’s world-class PC games digital store.
Steam gamers can now create their ideal avatar with the deep Ascended Class System and battle through the planes alongside their friends – with no subscription requirement to gain access to the game and its 16 major updates, including raids and dungeons, massive battles across three continents, new content from the Storm Legion expansion, unique housing Dimensions, and much more.
“Steam has been an amazing partner for Trion,” said Scott Hartsman, CEO of Trion Worlds. “When we first launched RIFT, Steam’s dedicated community of gamers helped bring our vision of a dynamic, exciting world to life. We’re thrilled to now bring the free version of the game to the largest network of PC gamers online.”
In addition to the industry-leading, free experience Trion Worlds has also launched three special editions filled with perks and credits to give players a head start as they head into Telara: the RIFT Ascended Edition, the RIFT Patron Edition and the RIFT Ultimate Hardcore Patron Edition.
Here’s a quick look at some games being played with the prototype version of the Steam Controller — the same version that we’ll be shipping to 300 Steam users later this year. We’ll post more demonstrations like this soon, including footage of some other game developers using the controller to play their own games. http://steamcommunity.com/groups/stea…
In 2014, Valve Steam Machines will be commercially available with our AMD graphics hardware! We can’t wait! http://t.co/7OKo3FTwZW
— AMDGaming (@AMDGaming) October 10, 2013
A new way to play your entire Steam library from the sofa.
Join the Steam hardware beta and help us shape a new generation of gaming.
A different kind of gamepad
We set out with a singular goal: bring the Steam experience, in its entirety, into the living-room. We knew how to build the user interface, we knew how to build a machine, and even an operating system. But that still left input — our biggest missing link. We realized early on that our goals required a new kind of input technology — one that could bridge the gap from the desk to the living room without compromises. So we spent a year experimenting with new approaches to input and we now believe we’ve arrived at something worth sharing and testing with you.
The Steam Controller is designed to work with all the games on Steam: past, present, and future. Even the older titles in the catalog and the ones which were not built with controller support. (We’ve fooled those older games into thinking they’re being played with a keyboard and mouse, but we’ve designed a gamepad that’s nothing like either one of those devices.) We think you’ll agree that we’re onto something with the Steam Controller, and now we want your help with the design process.
Traditional gamepads force us to accept compromises. We’ve made it a goal to improve upon the resolution and fidelity of input that’s possible with those devices. The Steam controller offers a new and, we believe, vastly superior control scheme, all while enabling you to play from the comfort of your sofa. Built with high-precision input technologies and focused on low-latency performance, the Steam controller is just what the living-room ordered.
The most prominent elements of the Steam controller are its two circular trackpads. Driven by the player’s thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. The trackpads allow far higher fidelity input than has previously been possible with traditional handheld controllers. Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse.
Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2.
In addition, games like first-person shooters that are designed around precise aiming within a large visual field now benefit from the trackpads’ high resolution and absolute position control.
Trackpads, by their nature, are less physical than thumbsticks. By themselves, they are “light touch” devices and don’t offer the kind of visceral feedback that players get from pushing joysticks around. As we investigated trackpad-based input devices, it became clear through testing that we had to find ways to add more physicality to the experience. It also became clear that “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), was not going to be enough. Not even close.
The Steam Controller is built around a new generation of super-precise haptic feedback, employing dual linear resonant actuators. These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.
This haptic capability provides a vital channel of information to the player – delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware. It is a higher-bandwidth haptic information channel than exists in any other consumer product that we know of. As a parlour trick they can even play audio waveforms and function as speakers.
In the center of the controller is another touch-enabled surface, this one backed by a high-resolution screen. This surface, too, is critical to achieving the controller’s primary goal – supporting all games in the Steam catalog. The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.
The whole screen itself is also clickable, like a large single button. So actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players can swipe through pages of actions in games where that’s appropriate. When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven’t thought of yet.
In order to avoid forcing players to divide their attention between screens, a critical feature of the Steam Controller comes from its deep integration with Steam. When a player touches the controller screen, its display is overlayed on top of the game they’re playing, allowing the player to leave their attention squarely on the action, where it belongs.
Every button and input zone has been placed based on frequency of use, precision required and ergonomic comfort. There are a total of sixteen buttons on the Steam Controller. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. All controls and buttons have been placed symmetrically, making left or right handedness switchable via a software config checkbox.
In order to support the full catalog of existing Steam games (none of which were built with the Steam Controller in mind), we have built in a legacy mode that allows the controller to present itself as a keyboard and mouse. The Steam Community can use the configuration tool to create and share bindings for their favorite games. Players can choose from a list of the most popular configurations.
The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can’t wait to see what you come up with.
Is this the same beta as the Steam machines one, or is it separate?
Same. So you only need to sign up once.
How does the beta work? When will it start? How will you choose participants?
Please see the FAQ on Steam Machines, because it covers lots of important questions.
I’m a happy Steam customer happily using my happy mouse and keyboard. I don’t want a controller?
You can’t make a sentence into a question by just putting a question-mark at the end. But we’re happy you’re happy, and by all means keep using whatever input method makes sense for you. Rest assured, we won’t abandon you. We love mice and keyboards, too.
Can I use a controller if I don’t have a Steam machine?
Yes. It’ll work very well with any version of Steam.
I’m a developer – how can I include support for the Steam Controller in my game?
On the same day that our prototype controllers ship to customers later this year, the first version of our API will also be made available to game developers.
How will the beta controller differ from the one that’s for sale next year?
There are a couple important differences: the first 300 or so beta units won’t include a touch screen, and they won’t be wireless. Instead, they’ll have four buttons in place of the touch screen, and they’ll require a USB cable.
We’re done with our announcements, and we promise to switch gears now and talk specifics over here in our Steam Universe community group. Also we’ll talk soon about the design process and how we’ve arrived at our current prototype. (We’ll post detailed specs next week for our living room SteamOS prototype, too.)We look forward to working together with you to design the future of Steam in the living room.
Looks like we will see a Steam Box in 2014 !?! We will have to wait and see !
Quote “Last year, we shipped a software feature called Big Picture, a user-interface tailored for televisions and gamepads.This year we’ve been working on even more ways to connect the dots for customers who want Steam in the living-room.Soon, we’ll be adding you to our design process, so that you can help us shape the future of Steam. “
I tweeted this @ the people with Sony and Microsoft ! I wonder if they will replay to me about Steam Family Sharing coming soon ???
— Christopher G. Morin (@Vampero) September 12, 2013
Coming Soon: Players who share computers can also share their Steam games
September 11, 2013 – Steam Family Sharing, a new service feature that allows close friends and family members to share their libraries of Steam games, is coming to Steam, a leading platform for the delivery and management of PC, Mac, and Linux games and software. The feature will become available next week, in limited beta on Steam.
Steam Family Sharing is designed for close friends and family members to play one another’s games while each earning their own Steam achievements and storing their own saves and application data to the Steam cloud. It’s all enabled by authorizing a shared computer.
“Our customers have expressed a desire to share their digital games among friends and family members, just as current retail games, books, DVDs, and other physical media can be shared,” explained Anna Sweet of Valve. “Family Sharing was created in direct response to these user requests.”
Once a device is authorized, the lender’s library of Steam games becomes available for others on the machine to access, download, and play. Though simultaneous usage of an account’s library is not allowed, the lender may always access and play his games at any time. If he decides to start playing when a friend is borrowing one of his games, the friend will be given a few minutes to either purchase the game or quit playing.