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  • Those glow-in-the-dark roads? They didn't fare well in the first public trials

    by 
    Billy Steele
    Billy Steele
    05.02.2014

    The pilot project that looks to replace streetlights with video game-esque glow-in-the-dark lane markers in the Netherlands has hit a bit of a snag. If you're in need of a refresher, the lines absorb ultraviolet light during the day before glowing through the night. So far, performance has been less than consistent. The markers don't give off a uniform amount of light, and more importantly, they've been disappearing with heavy rainfall. In a press release earlier this week, Dutch engineering firm Heijmans Infrastructure said that it'll address the issues for the next iteration that's slated for more widespread testing this summer, pressing pause until then. "We will use these insights to introduce an update to the Glowing Lines 2.0 version. In the meantime we have temporarily faded out the lining to prevent any confusing situations for road users," the statement read.

  • CCP unveils EVE Online: Retribution, coming this winter

    by 
    Mike Foster
    Mike Foster
    09.29.2012

    Earlier this evening at the VETO EVE fan gathering in London, CCP announced EVE Online's 18th expansion: EVE Online: Retribution. Due in December, this latest content overhaul promises to bring some of the biggest changes yet to the space-themed sandbox MMO, which is steadily ramping up for its 10th anniversary next May. We sat down with Jon Lander and Kristoffer Touborg, EVE's executive producer and lead designer respectively, to get a first-hand look at some of Retribution's key features as well as the enormous pile of tweaks, updates, and adjustments players might expect with any CCP-helmed update. One thing is certain: After Retribution, the world of internet spaceships will never again be the same.

  • Massively Interview: Bohemia's Matt Lightfoot on DayZ, modding, and zombie survival

    by 
    Mike Foster
    Mike Foster
    09.25.2012

    Thanks to viral content, word-of-mouth praise, and a passionate, growing fan base, Arma II mod DayZ has become one of the most talked about games in the industry. We sat down with Bohemia Interactive's Matt Lightfoot to get an idea of how exactly this game came to be, why it has exploded in the way it has, and how he'd attempt to survive a real-life zombie apocalypse: Massively: Could you give us some idea as to how DayZ came to be? What was the inspiration for the game? Matt Lightfoot: DayZ was created by Dean Hall, a former soldier in the New Zealand Armed Forces. He originally came up with the inclination to make a survival game when he was doing survival training in Brunei. The zombies come from Dean's discussions with his brother Richard, who is a world expert on influenza. Dean created it in his spare time after moving to the Czech Republic to work for Bohemia.