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  • Breakfast Topic: Is that you?

    by 
    Olivia Grace
    Olivia Grace
    01.14.2012

    As is often the case with Breakfast Topics, I write about what interests me, asking commenters questions that I genuinely want to know the answers to. So it should be no surprise that I read the comments pretty religiously, and often they will spark ideas that lead to more Breakfast Topics. You've only yourselves to blame for being such interesting folk. On a recent BT about gender in WoW, two commenters got my attention. Dez and Nagaina, thanks for replying! The parts that caught my eye from their comments were as follows: Dez wrote: I know some players consider their toons to be extensions of themselves (1st-person narrative), but personally I see them more as other people whose adventures I am following (3rd-person narrative). Nagaina wrote: I'm principally a roleplayer. When I create a character, I'm usually doing so for storyline related reasons not representing myself in game related ones. I personally consider my characters to be extensions of myself. When I refer to them, mentally I'm thinking, "I'm over here," "I'm getting my face chewed off by a murloc," or "I'm going to get myself a kickass new cloak." When I'm talking in game, I do much the same. The idea of the character as a third person fascinates me. I suppose it might be reflected in games like The Sims where you control the life of a character in a different way or maybe in FPS games where you're controlling a character with a predefined story. Or perhaps it's something that is a big part of roleplaying, creating a story for a character that is (maybe by definition) not your own story. I freely admit to knowing barely anything about roleplaying, so of course there is the strong possibility that all that might be utter nonsense! What do you think? Are your characters extensions of yourself? Are you representing yourself in game? Or, like Dez and Nagaina, are you following a third person? And why?

  • First-Person Final Cut Pro X, Day One: Completely at Sea

    by 
    Michael Rose
    Michael Rose
    07.02.2011

    Professional film & video editor Matthew Levie is based in San Francisco, produced and edited the documentary Honest Man and writes Blog and Capture. First-Person Final Cut Pro X is the unvarnished story of his week-long introduction to the new Final Cut. [Note that all opinions and assessments of FCP X expressed here are Matt's own, not TUAW's, and that any misconceptions or misunderstandings of FCP X features represent Matt's hands-on first reactions. –Ed.] So I really, really did not believe that FCP X would be "iMovie Pro." But I have to say, my friends, I was far too optimistic. Apple has thrown us squarely under the bus. Somebody at Apple decided that making professional editors happy was just too damn much trouble, and that a much simpler program would allow them to fire 80% of the engineers and lose only 10% of the customers. If you thought no multicam was the problem, you're thinking way too far ahead for this program. How about no split edits? No roll? No subclip? There is, in fact, a way to mark a perfectly good in and out point, contrary to rumor. But what if I told you that you could change the speed of a clip to 50% or 25%, but not anything in between? Heck, I can't even find a way to do an overwrite edit. [As noted by commenters and by ScreenCastsOnline producer Don McAllister, both overwrite edits and intermediate speed adjustments are in fact included in FCP X -- as Matt acknowledges below, citing the challenge of working through FCP X's documentation. Keep in mind that this series is documenting Matt's opinions and reactions over the course of several days, and that first impressions can be incorrect and revised over time. –Ed.] I should confess at this point that I've never used iMovie. I've been editing for twenty years, on linear systems, and then Avid, and then Final Cut. But I'm guessing that if I were a regular iMovie user, I wouldn't feel so awfully lost in this program. It turns out, of course, that all of these basic features are in the program, but the documentation isn't very well written. You'd think that if they were going to radically change the way we edit, they'd throw us a lifeline and walk us through it. In fact, when I looked up split edit, it proposed a really Byzantine five-step process involving a ripple trim. It only takes three with a rolling trim. Of course, in FCP 7 it only took one step. That's not promising. My intention was to take this project I have coming up that has very little deadline pressure, it's only two minutes long, it's not that complicated. I thought I'd do that in FCP X and that way I'd learn where the gotchas were and where this program's limitations were. Now I doubt we're going to get that far. I don't think that I could cut the simplest project I've done in the last ten years on this program. Not because it would take too long, as bad as that would be, but because it is simply not possible. There's definitely going to be a revolution in post-production, dudes. It's the one where the masses pull Apple off the throne and cut its throat. I'll keep reading the docs and playing around. Maybe I'll wake up tomorrow and realize this was all a really bad dream, and actually it's as brilliant as an iPod. But don't hold your breath! Part II coming up... Learning the Ropes.

  • Super Mario reimagined as a first-person game, conquers the castle of our hearts (video)

    by 
    Vlad Savov
    Vlad Savov
    03.18.2011

    You've seen Super Mario evolve from a modest 2D sprite into a 3D world-exploring superhero mechanic, but have you ever seen life through his eyes? Here's your opportunity, as a fanmade animation treats us to a first-person view of the intrepid Italian's adventures through the familiar World 1-1. There are kill streaks, achievements like "headbanger" and "pole dancer," and some extremely realistic sound effects to set the mood. The priceless video follows after the break.

  • Homebuilt UAV hunts down hydrogen balloons, shoots firework missiles (video)

    by 
    Sean Hollister
    Sean Hollister
    01.30.2011

    Augmented reality is swell, don't get us wrong, but it's no substitute for the real thing -- especially when that thing is a badass tricopter equipped with a jury-rigged firework cannon to rain down miniature hell. Swedish R/C enthusiasts built this first-person flying contraption to carry out a single mission -- destroy a series of hydrogen-filled balloons -- which will hopefully be hard-coded into future automatons too. After all, balloons could serve as an excellent distraction when they inevitably come for you. Still, there's no need to worry quite yet, so kick back and enjoy the video above while you contemplate humanity's end.

  • Friday Livestream: Eskil Steenberg's LOVE

    by 
    Seraphina Brennan
    Seraphina Brennan
    09.10.2010

    Hey everyone, it's your favorite day -- Friday! The weekend is fast approaching, so let's kick it off by checking out a brand-new game! This week's topic of the livestream is LOVE, the single-man MMO created by Eskil Steenberg. LOVE is a surreal fantasy where players fortify their settlements against waves of hostile computer-controlled tribes. However, LOVE doesn't stop the players at creating just fortifications alone! Players can terraform the environment, lay down power lines to defensive weaponry, construct buildings, and more! So please, hit the play button above to watch the livestream narrated by Seraphina Brennan, or double-click the video to be taken to our Livestream page, where you can chat with other Massively users in real time, talk with Sera, and learn more about LOVE or the MMO industry at large! Update: Thanks everyone for coming! The stream may be over, but you can catch a re-run of it by pressing the play button above! Enjoy!

  • The Daily Grind: Does viewpoint matter to you?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.07.2010

    While the ancestry of MMOs were played via text-only clients and thus didn't have to worry about it one way or the other, the modern generation of games has either a first-person view or a third-person view. (Experiments with a second-person view were briefly carried out via webcams, but it proved distracting.) And it can produce some passionate opinions on both sides, much like, well, every other issue about MMOs under the sun. Proponents of first-person views are quick to point out that it's more immersive and forces a player to be more aware of the field beyond what they can see. It lends depth to the game, frees you from concern over needless aesthetics of gear, and it was how things were done back in the day of EverQuest. Proponents of third-person views, on the other hand, point out that it gives a better view of the world as a whole and is more responsive to controls. It lets you see the character you've sculpted, gives you a better sense of what's going on, and it was how things were done even further back in the day with Ultima Online. So today, we ask you -- which do you prefer? Is a good first-person or third-person mode a must for you to consider the game, or do you simply prefer to play one way or the other?

  • Austin Independent School District makes deal to buy more video games for classrooms

    by 
    Mike Schramm
    Mike Schramm
    01.07.2010

    We've seen educational video games show up in the classroom before, and it looks like one school district is coming back for more. The Austin Independent School District has ordered up another set of edu-games from a company called Tabula Digita that provides 3D, first-person action-based games to teach students how to do basic math and algebra. One sample scenario in the games has students calculating the location of an in-game weather station on a graph, and then using the data found there to make charts and track down alien creatures. The press release doesn't mention costs, but according to its website, 15 single-user licenses to the games cost the school $1049.25 each, making up a cost of just over $24,000 for the entire 350 student program. The students, who were part of a 10-day JumpStart program and had previously failed a math retest, were allowed to play the games for 30 minutes a day, and, afterwards, 82% of the kids said they had improved their understanding of the concepts. No word on how their k/d ratio came out.

  • Mirror's Edge coming to the iPhone

    by 
    Mike Schramm
    Mike Schramm
    12.03.2009

    EA has announced that they're bringing Mirror's Edge, the inventive "first-person jumper" title that intrigued gamers last year, to the iPhone and iPod touch via the App Store. I was disappointed to see that it's not actually just a straight port (it would be interesting to see how the topsy-turvy platformer would fare with some gesture and accelerometer input), but instead it's more of an isometric platformer. In fact, the screenshots kind of remind me of Canabalt, though this will probably be more complex, with occasional combat and a story. Looks like it'll be fun, especially for Mirror's Edge fans looking for a little extra gameplay before the eventual sequel comes out. The game boasts 14 levels run by the game's original protagonist, Faith, and while there's no price mentioned yet, I'm guessing EA will start it out around $6.99, and then probably bring it back down to $4.99 once sales level off. Gallery: Mirror's Edge (iPhone)

  • Ico developer digs Half-Life 2, interested in making 'first-person games'

    by 
    Ben Gilbert
    Ben Gilbert
    10.05.2009

    Though the Japanese aren't exactly known for their love affair with first-person shooters, Team Ico director Fumito Ueda can name at least one that he digs: Half-Life 2. Speaking to G4TV (through a translator), Ueda named the Valve-developed sequel when asked which games he has had an emotional reaction to."There was variation in terms [of] locations and also [in] the way of storytelling in the game. Usually, you have to incorporate storytelling with constraints, but the way [Valve] implemented constraints was something different that I enjoyed, compared to other games," observed Ueda. He's even considered making his own first-person game at some point, stating, "I have an interest in making first-person games."If Ueda's previous development cycle lengths are any indication, we tentatively expect to see a Ueda-developed first-person game by 2025 or so ... at the earliest. [Image credit: jeriaska]

  • The Daily Grind: Do you play in third or first person?

    by 
    Lesley Smith
    Lesley Smith
    07.10.2009

    MMOs are great when it comes to flexibility; you can play whatever classes you want and however you want as the situation demands. A friend of mine has just tempted -- nay ordered -- me back into the terrifying world of Second Life (via Virtual Ability Island). So I rerolled an avatar (with the somewhat hippyish name of Asha Serenity) and ducked in. I remembered enough from my last half an hour in-world to teleport to the island while my friend, in her best tour guide mode, took me round. Midway through the tutorial, the issue of perspective came up and I had to figure out how much of my avatar's rather shapely butt I wanted to see. I quickly discovered first person is a must for reading signs but the rest of the time, I prefer having the camera positioned a metre or so behind my avatars head. Even in other games, I seldom use first person unless I have to shoot a bow or look at something close up.However I know quite a lot of people who play MMOs in first person -- many of them seem to be seriously into RP and want to literally 'become' their avatars. So, constant readers, I ask you do you prefer first or third person when you play? Do you change perspective depending on when you raid or how much of the screen you need to see?

  • NHL 10 to feature first-person fighting, gameplay 'refinements'

    by 
    Jason Dobson
    Jason Dobson
    05.14.2009

    Players will be close enough to count an opponent's missing teeth when skaters square off to settle things with their fists in NHL 10. Electronic Arts announced that the game will shift the perspective from the third- to first-person during fights as players clobber each other in the forthcoming annual update. The change is among 200 "refinements" EA promises, including glass-banging crowds, a new board physics engine and scraps after the whistle. Additionally, EA adds that enforcers will now step in to throw down to protect skill players in a fight, meaning even virtual versions of Crosby or Sakic can breathe easy knowing someone's got their back. %Gallery-63371%

  • Mortal Online presentation puts all you want to know in one place

    by 
    William Dobson
    William Dobson
    05.11.2009

    The Mortal Online team decided to create a PowerPoint presentation (available here -- the .rar file is 100mbs and includes some videos) to explain to the world what their game is. As it turns out, the presentation begins with a list of what their game isn't. The short version is that they're trying to make a very different MMO experience. Of course, if you've been following the game you're well aware of that fact, and it's probably what has you interested. The PowerPoint serves its purpose of bringing all the information together in one place, but if you can't be bothered downloading it and want a quick way to learn what's up with Mortal Online, we've summarized the biggest points from the presentation after the jump.

  • The Daily Grind: First or third person?

    by 
    Krystalle Voecks
    Krystalle Voecks
    04.17.2009

    It may simply be due to having different gaming roots; it may be down to a simple question of taste. Whatever way you slice it, most gamers have a preference one way or the other. Those who love FPS games tend to veer towards staying in the first-person in MMOs, and third-person seems to be an eclectic game-type mix from those we've spoken to. Since many MMOs are set up to do both points of view, it's obvious the designers intended for the option to be there. That said, which way do you tend to prefer running in - first or third? Is there any particular reason you run your game that way? Or do you switch back and forth, with no real preference for either?

  • Mortal Online reveals beta signups, new video, and well rendered buffalo

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.19.2009

    So you guys flooded our in-boxes with requests for us to cover Mortal Online's beta registration opening up. So, without further ado, Mortal Online's beta registration is open. Also, they have some new in-game footage on their front page.What? You were expecting something more? A few paragraphs at least? Ok, ok, you twisted our arms enough. Mortal Online is the new PvP MMO that everyone's squeeing about -- one that's set up to attempt to out Darkfall, well, Darkfall.Sporting game systems very closely related to Darkfall's, such as skill based progression and action based combat, Mortal Online is a PvP, action based, first person MMO being run on the Unreal Engine. From what we've been able to see from the in-game footage, MO will be a bit slower combat-wise when compared to Darkfall, but will feature more interactivity between the user and the environment through well placed camera angles and the ability to see your own body.The video shows horse riding, dungeon crawling with a torch in one hand and sword in the other, mounted combat, and even a peek at siege weaponry through the use of a ballista. If it sounds like something you're interested in, jump on over to their main webpage or download the official video through their torrent.[Thanks, Jonathan, Daniel, Amisch, and Brian!]

  • Mirror's Edge hack introduces third-person view

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    01.29.2009

    Voyeuristic hackers have undone its raison d'être and transformed the PC version of Mirror's Edge into the third-person parkour-em-up that could have been. Mind you, the one that could have been would have featured animation cognizant of the external viewpoint, and not just movements fit for first-person glimpses. It must have been a harrowing experience for those who expected to see Faith's nimble movements and instead received the lifeless posterior of a city-traversing robot. You'll find instructions on how to coax the camera out of Faith's head at the On Mirror's Edge forums, and a video demonstrating the amusing trickery after the break. Mind the big spoilers after the 3:10 mark.[Via Shacknews, Big Download]

  • I Am Alive, but I've been delayed

    by 
    I Am Alive
    I Am Alive
    01.22.2009

    My dearest followers, It's me, Ubisoft's forthcoming first-person survival game. You know, I Am Alive. We met at E3, remember? I briefly exposed myself in front of you and left you somewhat confused ... but curious. You've been wondering about me, haven't you? We'll get to know each other in due time, it's just that ... well, I lied. I know I said I'd meet up with you in March. And I know that neither of us believed it, you with your "skepticism" and me with my nebulous features and infrequent public appearances. So, I'm going to be running late. Rest assured -- I Am Alive -- but I won't be leaving the office until Ubi's 2009-2010 fiscal year, which runs from April 2009 through March 2010. I know it's hard for you to understand, but it's for the best. I just ... I just can't let people see me covered in so many bugs. Despite my most fervent wishes, I can't make an exception for you -- it would be a fatal exception. Yours truly, I Am Alive P.S. PDF – Ubisoft Q308 earnings report

  • Impressive homebrew gives Renegade Kid a run for their money

    by 
    David Hinkle
    David Hinkle
    09.05.2008

    Seriously, we thought the only people who could create such sound first-person shooting were Renegade Kid. But, homebrew creator Smea has gone ahead and disproved that notion with the tech demo you see in the video above. With some impressive lighting effects and a custom 3D collisions engine, you can bet we're impressed.[Thanks, HBM!] Wacky Japanese games, emulation, DS Fanboy's recommendations, naughty homebrew: our recent week of homebrew coverage had it all. Don't be put off if you're a beginner, either -- we have guides and a glossary for the newest of newbs.

  • Star Vault announces new MMO: Mortal Online

    by 
    William Dobson
    William Dobson
    04.15.2008

    Swedish developer Star Vault has officially introduced the world to its first game, an MMO by the name of Mortal Online. The game's official site has launched, and visitors are treated to the above trailer upon arrival -- and as far as first impressions go, we'll say that the graphics certainly do look good (a disclaimer at the start even promises that what we're seeing is real in-game footage). Higher quality versions of the teaser can be found here.Of course, it takes more than just pretty graphics to have a successful MMO, and from looking at some of the proposed features of Mortal Online it would appear that the developers are well aware of this. The game will be played in first-person, and one of the primary focuses will be hardcore PvP, with a real-time combat system. Couple this with the fact that there will be no leveling at all, and you start to realize that we're looking at a very different game here.

  • Moon interview sheds some light on past mistakes

    by 
    Alisha Karabinus
    Alisha Karabinus
    04.10.2008

    First, Renegade Kid did horror. Next up is science fiction for the burgeoning studio, with Moon, a first-person adventure with a trailer featuring a distinct John Carpenter vibe. Jools Watsham, director and producer on Moon, recently spoke with IGN regarding their plans for this title. While most of the interview covers the basics of the game, there are some interesting moments focused on Dementium's flaws and how they're trying to deal with those issues with the development of Moon. Dementium fans will be happy to hear that the save system is being addressed, and it sounds as though the similarity of the level designs from is also much on their minds. From the sound of it, we may be treated to an even better experience this time around -- which would truly be something to see.%Gallery-20245%

  • Moon on collision course with DS [Update: First trailer]

    by 
    Chris Greenhough
    Chris Greenhough
    03.14.2008

    Renegade Kid, they of Dementium: The Ward fame, have whipped the covers off of their next DS project. Moon is a series of minigames centered entirely around revealing one's backside in an assortment of hilarious scenarios is the new name for the game formerly known as "Project M," and will take the form of a first-person, sci-fi, action-adventure set in 2058.Featuring isolated lunar bases and mysterious alien hatches, publisher Mastiff describes the experience as "dark, twisted, heart-pounding, frequently violent and always disturbing." We like! Incidentally, Moon will be built on the same engine that powered Dementium. That's good news, because for all of its flaws, Dementium was one heck of a technical achievement.Update: The first Moon trailer just touched down in our inboxes. We've embedded it for your viewing pleasure above.[Via press release]