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  Gamefront: Weekly Network Update 18 (week 09, 2011) - News - FileFront News
  Posted by: Danny on 03-06-2011 @ 03:55
This News Item has been viewed 46,759 times

Here it is the eighteenth version of the Weekly Gamefront Network News Update, the news part of the update covers the news side of the Network and the Gamefront Main site over the past week. There has been a fair bit of news from the Main site including a lot of trailers, reviews, previews and a lot more - some of this has been included below including lots of trailers and videos from GDC 11. Also of course there is the news from the Network Sites not as much as the main site but still just as important!

Lots more news can be found from Gamefront News - Here

We would love to hear any suggestions that you have; if you see something that you would like to be added to the Weekly Network Update, or you have any suggestions that you think may improve the Network Update then simply drop me an email at Danny[at]filefront[dot]com (please put "Network Update" as the subject though smile ).

Also If you like the Network Update please feel free write a comment as I would love to hear any critism, or support (constructive though please as this is the only way that I know how good or bad the insider is and it would help me to improve this further).



G A M E F R O N T N E W S


Gamefront News: Activision Says Black Ops Is the Best-Selling PS3 Game Ever



The CoD: Black Ops First Strike pack is out today on PS3, and Activision decided to, on this occasion, announce to the world that Black Ops is the top-selling game on the PS3 ever. That sounds ridiculous at first, maybe, but it actually isn’t because the previous top-selling PS3 game was Modern Warfare 2. So….

Anyway, the press release cites NPD, ChartTrack and GfK. VGChartz has Black Ops trailing MW2 by a small amount, so, nevermind, this isn’t a stretch at all. OK, I’ll give it the crown. I guess this is an exciting day for Activision. Roll Tide, y’all.

But, yeah, you can get that First Strike pack off PSN today.

Read: Activision Says Black Ops Is the Best-Selling PS3 Game Ever


Gamefront News: Call of Duty and the Scorpions? (Video)



If you’re as old as me you will remember the Scorpions hit song ‘Wind of Change.’ If you do you better take out some life insurance because it isn’t far off for us. Anyway, to celebrate the new Call of Duty: Black Ops First Strike DLC pack check out a cool video that will take you old fogies back to 1990. You can download the video here or watch it below.

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Read: Call of Duty and the Scorpions? (Video)


Gamefront News: Check Out Sheep-Hit



Designed by students of the French gaming development school Creajeux (WARNING: Must speak French), Sheep-Hit1 is best idea for a game you can’t play. The description, translated from French, is a bit unclear, so I’m quoting it verbatim:

“This game was imagined to participate to a contest set up by the famous french newspaper LeMonde.fr . The purpose of this contest was to explain to bloggers how a game was made from scratch, while giving to the participants some notoriety as game developers.”

Unfortunately, a Google search failed to clarify whether or not the contest is real, in which case the syntax is off, or if it’s just a flight of fancy, but we’re going with ‘it’s real’. The 3 students involved with the project have set out to create a game (and document the process) as a means of illuminating game development, and the idea they came up with is just nuts. N-V-T-S nuts. Sheep-Hit’s plot pokes fun at what we now recognize to be the absurdity of the Cold War, from the perspective of a nation that was firmly in the middle of the conflict, and the result, so far, is hilarious. It’s 1962, and it’s the United States of Sheep versus the Union of Soviet Sheep republic, and you (the player) are an agent working for the USSheepR rooting out traitors. Infiltrate a farm, locate the mole, and execute him with extreme prejudice.



Read: Check Out Sheep-Hit


Gamefront News: Epic President “would love to ship the Gears trilogy on PlayStation”



Gears of War is Microsoft-exclusive. Gears 1 came out on 360 and PC, and Gears 2 and 3 are only on 360.

But it may not always be that way. It’s a fact that may not be likely to change, but it’s also a fact that could change. Got it?

“We definitely own Gears of War. This is our franchise, our IP,” said Epic prez Mike Capps to Industry Gamers. “Do we wish we could take all those Killzone [players] and Resistance fans on PS3, and get them to say ‘Gears is awesome’? Yeah, sure I’d love to ship the Gears trilogy on PlayStation. That would be fun. I want to be there; I want to be everywhere.”

Again, that doesn’t mean it’s something they’re planning to do, and if you read the rest of the interview (click the link), you’ll see they have plenty of incentive to keep things the way they are. They like the situation they’re in with Gears.

Read: Epic President “would love to ship the Gears trilogy on PlayStation”


Gamefront News: EVE Online at the Mercy of Its Players



EVE Online’s success in growing a playerbase may be its greatest weakness.

Jacky Mallett, EVE Online’s Distributed Systems Architect, discussed at GDC the difficulties in maintaining the server that hosts the sci-fi MMO. With over 360,000 subscribers all logging into the same server, space battles between warring corporations can grow so large that they threaten the server’s stability.

EVE’s developer, CCP Games, has been fighting an uphill struggle to make their game adapt to the rising player counts. “Every time we reach the point where we can handle the amount of players in a huge fleet battle, they adapt to that and start to increase the amount of players in the battle, stressing the limits again,” said Jacky. “In effect, we’re always fighting a losing battle there.

“There is one special place where everything works. That’s the laboratory, where you don’t have enough traffic from users to really stress the system. It confirms our worst suspicions of technical support; we are trapped by the reality that the users will always be able to take down the system.”

Read: EVE Online at the Mercy of Its Players


Gamefront News: GDC 11: Awards Ceremony Recap



After suffering through a decidedly subpar Oscars, I was skeptical of the Independent Games Festival Awards and the Game Developers Choice Awards — twinned heads of the two-hour-long beast of celebration and remuneration that concluded the third day of GDC 2011.

I needn’t have worried. The show was everything that the Oscars weren’t: funny, genuine, full of humility, and meticulously on time. Held in the convention center’s gigantic D Hall, which could comfortably contain three or four 747′s, the event welcomed its audience with salvos of truly wretched electronic music, obviously meant to be somehow “gamer-friendly.” The DJ, who was named at one point during the show, may well be a gamer himself — even a luminary among gamers. From the perspective of this humble game writer, he was peddling audio filth.

Seating was divided, as the world is, between the have and have-nots, with a classy dinner-and-a-show style area roped off for the bigwigs, household names, and nominees, none of whom, it should be said, bothered to dress up any more than they would have for a trip to see their favorite indie rock band. Hoi polloi occupied the endless battalions of stacking chairs that had been set up to accommodate the keynote earlier that day.

The Independent Games Festival Awards kicked off proceedings, and host Anthony Carboni, normally of Bytejacker, proved a charismatic presence, full of wit, charm, and a number of unexpectedly solid gags. “I haven’t been in a room with this many talented developers,” he deadpanned, “since my community college was last hiring adjunct professors.” His humorous presentation was abetted by online video makers Mega64, who contributed a number of spoof and parodic videos throughout the proceedings.

(for more please click below)

Read: GDC 11: Awards Ceremony Recap


Gamefront News: GDC 11: Crysis 2 Hands-on



Crysis 2 is certainly hard to miss. Appearing on a set of drool-inducingly large TV’s on the GDC show floor, the game attracted a steady stream of players eager to slap on a pair of 3D glasses and step into the decimated streets of New York City. The entire Crytek both was set up to show off their nanosuited hero, who performed feats of 1080p derring-do at a seemingly indefatigable clip.

The demo on offer contained five levels, of which I tried three, including one with the memorable, rhyming title “Semper Fi or Die.” What must be dispensed with, first of all, is both inevitable and obvious. The game looks great, deploying the full, considerable power of the Crytek engine. This graphical beauty was augmented by 3D technology, which made the HUD look like it was hovering ever-so-slightly above the action, and gave a pleasing perception of depth to the environments, whose sense of scale benefited immensely.

Dropped into the action with no tutorial, and no knowledge of our hero’s various abilities, I found the gameplay a little overwhelming at first. Crysis is not a game that stints on mechanics, putting the entire suite of Xbox 360 controller buttons to use, and knowing when to use what was often a matter of trial and error. The shifting alliances of the story can also be lost on a player just dropping in. I understood the game to be about an alien invasion. The human Marines were friendly to me in one level. Why are they shooting at me in another one? Granted, the crazy, high-tech suit did make me look like I hailed from another planet.

Read: GDC 11: Crysis 2 Hands-on


Gamefront News: GDC 11: Dillinger Escape Plan Rocks in the Rain



In what must rank as one of the most bizarre publicity stunts of all time, the publishers of Homefront hired well-known hardcore band Dillinger Escape Plan to perform outside of GDC. Protected (presciently) from the rain by the kind of pop-up stage I always associate with MTV Spring/Winter break, the band soldiered through a set that consisted mostly of the their more recent, accessible material, as footage of the game spooled innocuously behind them.

There was a good turnout of enthusiastic DEP fans who were obviously not associated with GDC, and though overmuscled singer Greg Puciato deployed an inconsistent croon more often than his powerful hardcore bark, the crowd brought an admirable amount of energy for a Wednesday afternoon, creating a small circle pit and doing a modicum of stage diving. Buoyed by the audience’s enthusiasm, Puciato even used one of the stage pilings to clamber up onto the adjacent Yerba Buena Center Carousel, and guitarist Jeff Tuttle took advantage of the convivial atmosphere to go on a rampage through the crowd.

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Read: GDC 11: Dillinger Escape Plan Rocks in the Rain


Gamefront News: GDC 11: Epic Unreal Engine 3 Rollout



Epic ushered us all into a darkened room on Thursday and proceeded to show us a hell of tech demo. Mark Rein’s excitement was palpable as they fired it up, and the camera slunk into a gorgeous, Blade Runner-like world of dirty neon and sordid Sci-Fi, set improbably in the shadow of the Nation Capitol Building.

This was no cinematic, Rein was quick to point out, and he asked the Epic employee at the helm to switch briefly to wireframe to prove it. The quality of what was on offer certainly rivaled the most sophisticated movie, however, abandoning the street scene for the clip’s protagonist, crouched over in alley as he attempted to sever a chain with an acetylene torch, pausing only to use the torch to light his cigarette.



Suddenly, the Tomorrow Police show up, and our hero reveals himself as some kind of mutant ass-kicker (natch), turning his skin to stone (a lusciously rendered transformation) and putting paid to the lawmen in a balletic sequence of immaculate, Unreal violence. Just when you think he’s in the clear, however, a gigantic robot shows up, and the sequence ends on a cliffhanger.

Read: GDC 11: Epic Unreal Engine 3 Rollout


Gamefront News: GDC11: Limbo Dev Totally Calls Out Uncharted, Prince of Persia for Sucky Puzzles



Demoing Playdead’s development engine for Limbo at GDC 2011, Lead Designer Jeppe Carlsen used another popular game for a direct point of comparison when building puzzles — as an example of what not to do.

As he laid in elements to quickly create a puzzle scene in front of the packed conference office, Carlsen said, “Because we’re not designing Uncharted or something, I of course want there to be some kind of trick to this.” Then he dropped a saw blade onto the ceiling of the puzzle room and a gun turret on the floor, and left Limbo’s protagonist young boy to deal with escaping death from either as gravity began to flip back and forth between pulling up and pulling down.

Yeah. It was a pretty sick burn.

Carlsen said played through Uncharted 2: Among Thieves again before heading to GDC this year, where he was slated to give a talk about designing Limbo’s puzzles. He was paying attention to the way Naughty Dog’s cinematic powerhouse action game did puzzles — and came to the conclusion that it kind of, well, didn’t.

Read: GDC11: Limbo Dev Totally Calls Out Uncharted, Prince of Persia for Sucky Puzzles


Gamefront News: GDC11: Mario Emerges on Community Pixel Art Project



As you can see from the photo above, Mario appeared Wednesday on the GDC community pixel art project that encourages participants to contribute a single pixel to the growing image. Except Mario isn’t part of the planned image.

That’s according to my friend Jon Gibson of iam8bit, the marketing firm that set up artist Jude Buffum‘s crowd-sourced project. He mentioned that the image wouldn’t include any distinctly recognizable characters or images when it was completed — just more generic gaming ideas. And yet Wednesday morning, there was Mario.

It’s a function of making a crowd-sourced art project: the crowd keeps messing with the art, which is actually pretty cool. The iam8bit guys are sitting close at hand with a camera set up to take a still every 20 seconds, so they’re documenting every pixel that goes up, as well as all the cool rearrangements people enact. Eventually, Mario got taken down and the pixels reordered to where they’re supposed to be — this is supposed to form a big image at the end, after all – but the Super Mario World-era plumber persisted for a good part of the day Wednesday.

We’ll get Ben Richardson, whose boots are still on the ground at GDC (I’ve been skids-up and back in L.A. since late Wednesday night), to snap us a photo Friday when the image finally gets completed. Check out the video of the project here.

Read: GDC11: Mario Emerges on Community Pixel Art Project


Gamefront News: GDC11: NGP Media Will Include Dedicated Save Space



Straight from GDC 2011, Sony has released some details about the media that games will be come on for its upcoming handheld, the NGP.

The NVG cards, as they’re called right now, will come in two flash media storage sizes, 2Gb and 4Gb, depending on the size of the game they carry. One cool addition to the NVG cards is a dedicated 5 to 10 percent just for game saves, updates and the like. That way, you can easily transfer game saves to other devices by popping out the game you’re playing and just plugging it into another NGP, saving you from having to maneuver save files from internal memory to some other media. Great that we finally have reclaimed this technology from the days of the NES and The Legend of Zelda.

Read: GDC11: NGP Media Will Include Dedicated Save Space


Gamefront News: GDC 11: Operation Flashpoint – Red River Interview



Though they were technically there under the aegis of Intel, who were showcasing a new on-board graphics processor that can render high-end games at slightly-better-than-eye-gouging resolutions, Codemasters liaison Tim Browne was nice enough to talk with us about his company’s forthcoming squad-based tactical shooter, Operation Flashpoint: Red River. Red River, says Browne, will occupy the entertaining middle ground between a frag-fest “tunnel shooter” and a hardcore simulation. Check out the video interview below.

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Read: GDC 11: Operation Flashpoint – Red River Interview


Gamefront News: GDC 11: Playstation Move Sharpshooter



Among the many other things that Sony was showing off at GDC, the distinctive Sharpshooter peripheral stood out immediately. Serving as a gun-shaped docking bay for a pair of Move controllers, the device promises a thoroughly immersive shooter experience, tailored to Killzone 3 and the forthcoming SOCOM 4, presumably along with other unannounced, future games.

Featuring a folding stock and absolutely encrusted with buttons, the Sharpshooter is, first and foremost, an intimidating experience. The right hand, intuitively, grasps the trigger, though it also has access to five additional buttons (Triangle, Square, Circle, Ex, secondary trigger) in the immediate vicinity. A toggleable switch, like that found on real assault rifles, will enable SOCOM 4 players to switch between single shots, burst fire, and full auto. The left hand manipulates the forward part of the device, the entirety of which can be pumped back and forth like a shotgun — I found that this happens accidentally more often than not. Like it does on a normal controller, the south paw also moves the player around the gameworld with a joystick, while also having access to the four face buttons and two triggers.

There was extensive calibration required before I got up and running, though the Sony rep on hand was available to walk me through it without too much trouble. In retrospect, I wish I had paid more attention to the “dead zone” controls, which affect how far you have to move the gun left or right before panning the camera — it was only thanks to extremely generous auto aim that I was able to survive through most of a Killzone 3 level.

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Read: GDC 11: Playstation Move Sharpshooter


Gamefront News: GDC 11: Portal 2 Live, Powered by Razer’s Sixense Motion Control



The anticipation for Portal 2 is building to a fever pitch, and with the game only a little more than a month away, the time was ripe for it to be shown off. Unfortunately, no playable demo was offered at GDC. The game appeared as part of a tech demo at the Razr booth, where the peripheral manufacturer was promoting their forthcoming Razer Sixense Motion Control system.

Set on a shelf in front of the display, the Sixense device was composed of a central hub (shaped like a disc, with an inky black “eye” structure growing out of it) and two Wiimote-style controllers, connected to the hub by thin wires. Though wireless controllers have been the rage for years, Razer hopes to corner the market on motion control for hardcore gamers, particular those who demand the kind of pinpoint accuracy that the Wii and Move are currently not able to deliver. Having a hardline connection to the main Sixense peripheral will increase fidelity and, by extension, competitive success.

The representatives at the booth were veritable wizards with these twin Sixense wands, and they played through the demo section Valve had selected with considerable aplomb, so much so that it was hard to judge how well the Sixense would work in the hands of an amatuer. In some ways, however, Razer chose poorly — everyone at the demo was transfixed by Portal 2. Put simply, the game looks like it will be as big a sensation when it arrives as the original Portal was, despite the fact that people already know what to expect this time around. The game’s developers have taken their sweet time, but the wait appears well worth it. The environments are gorgeous. The mechanics promise even more limitless possibility. The gameplay looks both simple and infinitely complicated.

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Read: GDC 11: Portal 2 Live, Powered by Razer’s Sixense Motion Control


Gamefront News: GDC 11: Razer’s Switchblade Handheld Up Close



Protected under glass, Razer’s prototype Switchblade handheld was an extremely intriguing piece of hardware. Its main selling point is its innovative keyboard — a set of transparent keys are arrayed over an LCD screen, meaning that the image displayed on each key can change depending on what function the device is being used for. The keys, and therefore the images, can be personalized and customized. The monitor itself is a touchscreen, eliminating the need for a mouse.

Playing a movie? The top row of keys switches to the traditional array of controls (“Play,” “Stop,” “Pause,” etc.) Turn on a game, however, and the keyboard displays icons that correspond to that game’s control set. Most arresting was the prospect of playing World of Wacraft on the device — the game’s profusion of icons can be mapped directly onto the keyboard — you don’t even have to bother to remember what your customized Mind Blast shortcut is. The potential applications for this seem limitless — could the Switchblade enable typers to move effortlessly between languages with different alphabets? Only time will tell.

Read: GDC 11: Razer’s Switchblade Handheld Up Close


Gamefront News: GDC 11 – The Darkness II Presentation



If you’re a game developer, and you want to make it clear that you’re not messing around, literally crucifying your main character is a good way to do that. The Darkness II demo presented to journalists at GDC on Friday began with an interactive cutscene, as a gigantic nail (more like a railroad spike, honestly) was hammered through the hand of protagonist Don Jackie Estacado.

For those unfamiliar with the first game, developed by Starbreeze Studios, the story went something like this: Estacado, a lowlife Mafia tough, is betrayed by the New York Mob, who attempt to murder him. He is a saved by a malevolent spirit called The Darkness, which possess him and enables him to embark on a path of revenge, but gradually takes over his body and mind. Along the way, Jackie’s girlfriend Jenny is kidnapped and murdered by his adversary, “Uncle” Paulie, making his eventually victory over his enemies an extremely Pyrrhic one.

In the Darkness II, Jackie’s demon-derived power has made him the Don of his family, but this is not to last. Switching away from the torture cutscene, the developers showed off a captivating, well-concieved gameplay sequence. From Jackie’s first-person perspective, you arrive at a classy restaurant, whose lush decoration and profusion of NPC’s showed off the game’s distinctive art style: “graphic noir,” as the devs dubbed it. Using what appeared to be subtle cel-shading, the game stylishly evinced its comic book roots without detracting from the realism.

Read: GDC 11 – The Darkness II Presentation


Gamefront News: GDC 11: There is War, in the North!



I spent a delightful hour just down the street from GDC today, talking Tolkien and War in the North with two representatives from Snowblind Games. Though I would be tortured like Gollum in some anonymous Mordor basement if I said anything more at this time (including, even, an anguished shout of “Shire! Baggins!”), stay tuned to GameFront for a full write-up of my hands-on impressions.

This delectable journalistic morsel can be expected Wednesday of next week, and will include a developer interview. In the meantime, you’ll have to settle for the trailer below.

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Read: GDC 11: There is War, in the North!


Gamefront News: GDC11: THQ PR Stunt Sends Balloons into SF Skies, Then Directly into Bay



The idea was to emulate the launching of balloons by people in South Korea with the hopes that they would bring messages of hope to North Korea — that’s what THQ was going for when it held a mock anti-occupation rally in order to promote the upcoming Homefront at Game Developers Conference 2011 in San Francisco this week.

At the end of the rally, THQ launched a whole bunch of red balloons into the air to symbolize protest against the game’s fictional North Korean occupation of the United States. but instead of messages, the balloons carried preorder offers from GameStop. The balloons stayed in the air for a bit and some fell in the city, but a whole lot of them fell straight into the San Francisco Bay, according to the San Francisco Chronicle.

San Francisco is already dealing with a polution problem in the Bay, and as anybody who would have thought about the stunt for more than three seconds might have anticipated, the city’s denizens were not happy. I wonder if that was what that bum was referring to when he was holding up the “GameStop, Clean Up Your Trash” sign I saw yesterday. THQ maintains all the materials are 100-percent biodegradeable, but SF citizens are still annoyed with the air-drop of garbage on their city and into the water that surrounds it on three sides. Again, items that should have set off red warning lights in the heads of THQ marketing employees.

Read: GDC11: THQ PR Stunt Sends Balloons into SF Skies, Then Directly into Bay


Gamefront News: GDC 11: Torchlight Hands-on



Beloved PC dungeon-crawler Torchlight is making its way to Xbox, and Microsoft was showing off the downloadable port right by the main entrance to GDC’s main hall.

Despite this prime location, Torchlight seemed oddly overlooked, perhaps because of people’s natural distrust of action-RPG’s on consoles. Their skepticism, I’m happy to report, was entirely unwarranted. The game was undiminished, and in fact improved in some ways, by the translation.

The core gameplay remained unchanged. Four abilities were mapped to face buttons and triggers, and another set of four were immediately available at the push of the D-pad. In a masterstroke of game design, potions have been almost fully automated — simply press RB or LB, and the game will quaff the most powerful health or mana potion available.

Inventory and ability management has been wrangled by an attractive and easy-to-read three-column system. Moreover, some changes made for the console port were so effective that the Runic devs incorporated them in to the forthcoming Torchlight II, and some animations from that hotly-anticipated sequel snuck their way into the downloadable version of the original.

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Read: GDC 11: Torchlight Hands-on


Gamefront News: If 3DS Could Handle Unreal Engine 3, ‘We’d Be On It,’ Says Rein



Epic Games Vice President Mark Rein says that the game studio doesn’t support the Nintendo 3DS out of some personal dislike of the company — it’s just about hardware.

Speaking to Joystiq at GDC 2011, Rein said, “There’s only so much time in the day; our engine requires a certain level of hardware capabilities to make our pipeline, our tools work — and we work on the ones that do. The second Nintendo releases a piece of hardware that can run our engine well, we’ll be on it like water on fish.

“There’s nothing against Nintendo. I hate that people somehow think that’s the case,” he said. “If we felt it could run [Unreal Engine] and deliver the kind of experience people license our technology to build, we’d be on [the 3DS].”

So don’t be expecting Unreal Engine 3 games on anything from Nintendo anytime soon. Hope you weren’t dead-set on some kind of 3D Gears of War augmented realilty Mii title this year. That won’t be happening.

Read: If 3DS Could Handle Unreal Engine 3, ‘We’d Be On It,’ Says Rein


Gamefront News: Infinity Blade Gets Its Big Content Update – 500MB Worth



Remember that huge Infinity Blade content update ChAIR Creative Director Donald Mustard said yesterday was coming soon? Soon is today.

The Deathless King, a ginormous 548MB update, comes close to doubling the size of Infinity Blade — which is kind of amazing and highly positive, considering the game was kind of small to begin with. It’s also knocked down to half-price for the rest of the week.

Here’s a rundown of all the features you get for free if you already own Infinity Blade, straight from the press release:

* Gain access to the all-new “Dungeon” game play environment.
* Players can battle and explore through six new game arenas, which nearly doubles the size of the game.
* Featuring The Deathless Kings, players will encounter ten new enemies, including the Wood Jester, the Iron Guard, the Plated Sorok, the Warden, and more.
* Fans will have the ability to continue building their character with NewGame+, which allows gamers to re-master any item, unlock new items in the store, and removes the level cap.
* Collect and master more than 30 all-new magic rings, swords, shields, helmets, and armor.
* Gain new achievements and compete on the leaderboards.
* Enjoy new gameplay enhancements and optimizations, including multiple character slots, dodge button size slider, and audio volume controls.

Read: Infinity Blade Gets Its Big Content Update – 500MB Worth


Gamefront News: Killzone 3 Sells 500k Units in Week One, Down from Killzone 2



Will there be another PS3 Killzone game? We still don’t know, and that future is less certain than ever right now. VGChartz says Killzone 3 sold 500,000 copies worldwide in its first week on the market, which isn’t shabby, really. It is, however, a third fewer copies than Killzone 2 sold in its first week.

There’s no telling, at least outside of Sony, what mark the game would need to hit to get a sequel rolling. Killzone 2 sold somewhere in the area of 2.5 million copies total against a budget rumored to have been as high as 42 million euro, which likely provided a healthy profit margin for Sony. I would expect Sony’ll want at least a similar margin this time as well if they’re to put another one out.

The X factor is the Killzone NGP game and how well KZ3 holds up over the coming weeks. It released against the multi-platform FPS Bulletstorm (which probably took a bite out of sales), and now that Black Ops First Strike is out on PS3 it won’t face any new serious shooter competition for a couple weeks, and I don’t think Homefront and Crysis 2 will be strong enough releases to do it too much damage if it manages to build some momentum.

Read: Killzone 3 Sells 500k Units in Week One, Down from Killzone 2


Gamefront News: Mortal Kombat Demo to Hit PSN Next Week



Warner Brothers has tossed out some exciting news for PS3 owners today. Next Tuesday, March 8, the demo of Mortal Kombat will hit the PlayStation Network. The demo will include four fighters: Scorpion, Sub-Zero, Mileena, and Johnny Cage. It will also include to locations to do battle in: the Living Forest and the Pit. You’ll be able to take on the arcade ladder with a friend as well. The demo will be exclusive to PlayStation Plus members for the first week, launching for regular PSN members on March 15. No date yet on when the demo will be coming to XBox Live, only a vague “later.”

Here’s the official line on the game:

The newest chapter of Mortal Kombat, legendary fighting game franchise, marks a triumphant return to the series’ roots in the fastest and most brutal installment to date. Available on April 19 for PS3 and 360, Mortal Kombat goes back to a mature presentations and reinvents its classic 2D fighting mechanic in addition to adding new game-play features including tag team, a deeper story mode, and nostalgic arcade battle online and offline. Players will be able to choose from an extensive lineup of the game’s iconic warriors and challenge their friends in traditional 1 vs. 1 matches as well as several new game modes. Exclusive to the PlayStation 3, fans will be able to play as and against infamous God of War fighter Kratos and take advantage of the game in Stereoscopic 3D. The game is being developed by the newly re-named NetherRealm Studios, led by Mortal Kombat creator and creative director Ed Boon.

Read: Mortal Kombat Demo to Hit PSN Next Week


Gamefront News: Mytheon MMORPG Launches



Mytheon, a mythological action MMORPG with strategic gameplay, is now live and can be downloaded and played for free at http://www.MytheonGame.com.

Mytheon immerses players in a mythological world where they battle gods to define their own fate. Players assume the role of “Stonecasters” where their only path to victory against the gods lies in mastering and casting magical stones. The Stones bestow on their caster the power to cast spells and summon mythological creatures from legends past.

“We’ve experienced a fantastic beta testing period and watched our community soar,” said Peter Cesario, Director of Product Development at UTV True Games. “We’ve worked closely with our community to develop a top-notch completely immersive and challenging gaming experience, and we are thrilled to deliver the ultimate in RPG gameplay.”



Read: Mytheon MMORPG Launches



Gamefront News: New LA Noire Trailer Shows off Gamestop Exclusive Mission



Rockstar has continued to wow us with their trailer for LA Noire. The crime drama looks to be a bit of a departure for the Grand Theft Auto publisher, but the new facial-capture tech that Team Bondi is employing is certainly looking to be producing a winner.

Here’s another look at it in this trailer for “The Naked City,” a vice case that you can only play through if you pre-order from GameStop. Of course, you can bet this will be released as paid DLC sometime after release.

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Read: New LA Noire Trailer Shows off Gamestop Exclusive Mission


Gamefront News: Pre-Order Gears of War 3 at GameStop, Get Into the Multiplayer Beta



We’ve know for a while now that there is a Gears of War 3 beta coming this year, and that if you bought the Name (required)

Read: Pre-Order Gears of War 3 at GameStop, Get Into the Multiplayer Beta


Gamefront News: Saints Row: The Third Coming This Year



There’s been a lot of talk about Saints Row 3 or late, and we even kind of had it confirmed when THQ was talking about their release schedule. Now, it’s official.

THQ has officially confirmed that the third Saints Row game, titled Saints Row: The Third, will be released for holiday 2011 on PC, PS3, and XBox 360. Volition’s handling development tasks for the game, which will see the 3rd Street Saints become more of a household name than a gang.

Of course, they have a bitter rival, the Syndicate, who they end up going to war with. It’s a game that going to be all about the action, according to THQ’s Danny Bilson.

Saints Row: The Third puts you on top of the world, right at the beginning of the game, with all the perks that go along with being the head of an elite criminal organization.

There’s no delivering pizza, no shuttling family members about in a long series of taxi missions. Instead, you take all the power of the Third Street Saints and you take the world by storm.

Read: Saints Row: The Third Coming This Year

G A M I N G N E W S



Elite Force: RPG-X interviews in the latest {UFP} Herald!
Good news RPG-X fans! The latest edition of {UFP} group's online magazine 'The Herald' has some new EF articles, including an interview with RPG-X developers GSIO and TiM. Rock

Click to view the magazine:
http://www.ufplanets.com/ufp/fnn/herald/winter2011/index.html
Read: RPG-X interviews in the latest {UFP} Herald!
More Elite Force News: FileFront's Elite Force Files



Empire at War: Legacy Era: A Closer Look - Part 1
Hey everyone! Here is the latest news article for what was formerly known as the Legacy Era Mod, and is now called Legacy Era: Second Imperial Civil War . It is still commonly referred to as the Legacy [Era] Mod, but can be abbreviated in a number of ways. If you'd like to know more about the mod, you can visit here: http://www.moddb.com/mods/legacy-era-mini-mod

Well, it's been a few months since the last update, and that's quite too long. I'm happy to report that a good amount of progress has been made, as some of you may have seen in the pictures. The last update was in celebration of reaching 100k hits-and in only a few months after it's already over 140k! This update serves several purposes. It will catch up people who have recently started following the mod, be a refresher for people who have followed for a long time, and let everyone find out new information.


Q. What is "Legacy Era: Second Imperial Civil War"?


A. "Legacy Era: Second Imperial Civil War" is a modification for Star Wars: Empire at War. Its goal is to bring into focus the Legacy Era, but more specifically the Second Imperial Civil War. It originally started out as a small project entitled "Legacy Era Mini-mod," but has since then grown exponentially and undergone a name change. You will play as either the tyrannical Krayt Empire, freedom-seeking Galactic Alliance Remnant (with help from Fel's Empire-in-Exile), or the obscure Confederation Revenant. Each faction will have in-depth coverage in coming news articles.


Q. When will the mod be released-do you have a set date?


A. There is currently no set release date; I do not have even a general month planned out for release. It'll come when it's done, that's all I can say. I rushed the last release and look at how that came out. This time will be different. I've been completely overhauling and revamping things since the end of August-projectiles, ships, hardpoints, graphics, and other things yet to be revealed. I only can say that this mod should be released before 2012 comes around, but even that is indefinite.

(more below)
Read: Legacy Era: A Closer Look - Part 1
More Empire at War News: FileFront's Empire at War Files


Grand Theft Auto San Andreas: More GTA V Rumours?
It seems that Take2 Interactive have registered a few websites that could be related to GTA V apparently according to two websites! Although it seems that must of the rumours seem to place GTA V in Los Angeles and that it may be released between the end of 2011 and the end of 2012 (although I think that it would be funny if they said 22nd December 2012 though big grin)

Quote:
Over the weekend rumours were flying around that a single line on a CV, found online, had ‘confirmed‘ the prescence of Grand Theft Auto V.

The listing, which placed actor Declan Mulvey as being responsible for motion capture in the still unannounced game, was found in and around other stablemates including Red Dead Redemption and L.A. Noire, so it certainly seemed reasonable enough.

However, Mr Mulvey has since stated that the listing was a typographical error, with the listing since changed to Grand Theft Auto IV.

Someone should tell the IMDB, then, as there’s no listing for Grand Theft Auto IV for that fellow on the world’s biggest movie database. Is that the sound of the plot thickening we can hear?

Possibly, as during the same period five new domain registrations popped up from Take-Two:

CashForDeadDreams.com
HammersteinFaust.com
LifeInvader.com
SixFigureTemps.com
StopPayingYourMortgage.net
One can only hope that they’re GTA-related…


Source Page and GTA V .Net
Read: More GTA V Rumours?
More Grand Theft Auto San Andreas News: FileFront's Grand Theft Auto San Andreas Files


Flight Simulator X: Platinum Airways goes Carnival in March
Platinum Airways, the very Open Skies virtual airline, is devoting its next Destination of the Week special series to Carnival celebrations around the globe. Hot on the heels of the challenging Conquest of the Snowy Mountains and Flying the Fjords, Platinum Airways pilots will be able to take it easy over the next few weeks with some relaxing DOTW’s lined up: Rio, Venice, Nice and Patras.

The recent Flying the Fjords special series confirmed the status of the Destination of the Week (DOTW) feature with Platinum Airways (www.platinumairways.org). After two particularly difficult series, Platinum Airways is now focusing on carnival festivities in South America and Europe. Millions of people are bound to fly to Rio for the annual mother of all carnivals. Our target is Galeao International Airport (SBGL), the second busiest Brazilian airport in terms of international traffic and an ideal destination for long haul aircraft. We may be late for the Patras (LGRX), Greece carnival, but it remains one of the most impressive ones in Europe. At its peak days, Patras carnival registered more than 40,000 participants. The third carnival DOTW is Nice (LFMN), with more than one million visitors over a two week period. And the final carnival DOTW takes us to Venice (LIPZ), a carnival destination with a long history and deep tradition, with its typical and unique masks. All DOTW’s are well documented, with an overview of their (historic) relevance to the series’ theme, information on the real life airport, full navigation charts, an overview of available scenery files and embedded real life approach and departure videos.

Previous DOTW special series have grown Platinum Airways’ membership to over 100 pilots. Launched in June 2010, Platinum Airways is a young virtual airline that caters for a very specific group of virtual pilots. Its Open Skies policy allows members to fly any mission of their choice with the aircraft of their choice at the time of their choice. Open Skies co-exists with a strategic hub network consisting of Newark (KEWR), Dallas-Fort Worth (KDFW), Vancouver (CYVR), Perth (YPPH) and Brussels (EBBR). Platinum Airways’ central aim is that virtual pilots should enjoy their hobby and should not be overwhelmed with flight rosters and duties and excessive admin.

For more information, please contact info@platinumairways.org
Read: Platinum Airways goes Carnival in March
More Flight Simulator X News: FileFront's Flight Simulator X Files


Halo 2: It's quiet, too quiet...
You may have noticed that activity on here is at an all time low...

Well, thats because I have no files or POTDs to validate. I'm all tapped out.

Halofiles.com doesn't live without it's community.
I know we are small when compared to others, but we are there, and we have some talented creators.
So help the site, get creating.

Also, Defiant Map Pack lands March 15th.

That is all.

-SuperSmeg
Read: It's quiet, too quiet...
More Halo 2 News: FileFront's Halo 2 Files



The Elder Scrolls IV: Oblivion: First Elder Scrolls V: Skyrim In-Game Trailer is Live

Is it November yet?

Bethesda’s been teasing us with info about The Elder Scrolls V: Skyrim for weeks now. Today they’ve stepped it up a notch, showing off the first in-game trailer.
All I have to say is good-bye Gamebryo, hellooooo Creation Engine. It looks like this game could in fact consume my life.



Read: First Elder Scrolls V: Skyrim In-Game Trailer is Live
More The Elder Scrolls IV: Oblivion News: FileFront's The Elder Scrolls IV: Oblivion Files



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Total comments: 2 | Last comment: 11-20-2013 at 09:25

 #1 - 03-06-2011 at 04:40
Jendo07
From: (Cambridge)
Joined: May 8th, 2009
Posts: 436
Can't wait for The Elder Scrolls V: Skyrim, It's gonna be awesome!

 #2 - http://pgfoto.se/images/sweden/ugg.asp?id=8/ - 11-20-2013 at 09:25
ugg
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Avete capito bene John, fan Eskimo strappare loro squadra senza piet se vincono da come meno di due touchdown. Ho anche li rimprover una volta e dissi: vieni su di voi ragazzi ha vinto la partita. Qui a Hamilton ci si emoziona se perdiamo una partita con un field goal.
ugg http://pgfoto.se/images/sweden/ugg.asp?id=8/



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