Pixel Apocalypse Podcast: Episode 113 Joes Odin Beard
Added: 18.01.2014 4:16 | 8 views | 0 comments
From Pixel Apocalypse...
"On this episode of the Pixel Apocalypse Podcast the gang returns from a long winter break to jump back into video game land.
Joe Anello scored a lot of Christmas gaming booty and details his adventures with Kingdom Hearts HD 1.5, Playstation Allstars, and Aliens: Colonial Marines.
Nathan has spent the bulk of his time playing Dont Starve, Battlefield 4, and Alan Wake.
On the news front, apparently its not quite so impossible to make SimCity offline. CES shed some light on the Steam Box, and we are still befuddled. Peter Mayhew released a ton of behind the scenes picks from his time filming the original Star Wars trilogy, and unwittingly outs himself as a creeper."
Tags: Steve, City, SimCity, Star, Wake, Battlefield, Down, John, Also, Colonial, Star Wars, Playstation, Episode, Mayhem, Kingdom, Kingdom Hearts, Hearts, Peter, Pixar, Podcast
From:
n4g.com
| SimCity is finally going offline
Added: 16.01.2014 7:21 | 13 views | 0 comments
It's finally happening guys, over a year after release, the thing Maxis and EA told us was impossible is finally coming...
From:
megagames.com
| EpicBattleCry Skirmish: 221 - Toasters Are Off Limits
Added: 16.01.2014 5:00 | 44 views | 0 comments
On this mechanized edition of EBC we talk all things Titanfall to evaluate the game’s human player count. Plus, does The Last of Us really need DLC?, Call of Duty runs out of ideas, SimCity goes offline and Brent has a baby (well, almost…)! Join us in the cockpit of this rapid-fire edition of gaming’s most brutal video podcast!
From:
www.gametrailers.com
| SimCity is finally going offline
Added: 15.01.2014 15:20 | 9 views | 0 comments
It's finally happening guys, over a year after release, the thing Maxis and EA told us was impossible is finally coming...
From:
megagames.com
| News: SimCity offline mode took Maxis over 6 months to make work
Added: 15.01.2014 10:13 | 15 views | 0 comments
Stands by initial statement that the offline mode wouldn't be possible "without a significant amount of engineering work".
This is what the Fox said:
"The original creative vision for SimCity was to make a game where every action had an effect on other cities in your region. As such, we engineered the game to meet this vision, setting up the player's PC (client) to communicate all of its information to the servers. That means that our entire architecture was written to support this, from the way that the simulation works to the way that you communicate across a region of cities. So yes, while someone was able to remove the "time check" shortly after launch, they were unable to perform key actions...
From:
www.videogamer.com
| Why did a SimCity offline option take so long?
Added: 15.01.2014 0:49 | 9 views | 0 comments
Electronic Arts development studio Maxis recently announced that they're of interconnected cities. Although some players were able to find a workaround to play offline, Fox wrote, "...they were unable to perform key actions like communicating with other cities that they had created locally, or with the rest of their region(s), or even saving the current state of their cities." As further explanation, Fox wrote, "SimCity was written to rely on the servers. The game routinely pings the servers for critical pieces of data (region status, workers, trading etc.) and it relies on that information to keep the simulation moving. This meant rewriting the entire system, which previously existed in Java, and putting it into C++. We’ve had to knock out the internet pipe stuff. There’s lots of code that hits the servers looking for information. We’ve had to write a lot of code to produce that data locally, specifically for region information." The update is nearing completion and Fox says his team has been working on the update since August. "We’ve hit Alpha and are in the final stages of testing before we release it as part of Update 10 in the future." However, the removal does mean there will be some sacrifices. Fox wrote, "We had to remove parts of the game for it to function properly as well. This means removing lots of code integral to Multiplayer [including] code and UI supporting Trading, Social Features, Global Market, Leaderboards, and Achievements. And, all without crippling the Multiplayer game." While the reaction to the change has been mostly positive across the Internet, many comments in the Maxis post lament the fact that the update will not increase the size of cities users can create. But how do you feel about the news? Will this encourage you to get back in and try it out, or is it too little too late for SimCity?
Tags: City, SimCity, Arts, Electronic, Electronic Arts, Maxis, With, While, Multiplayer, Global, Update
From:
www.gamespot.com
| Why did a SimCity offline option take so long?
Added: 15.01.2014 0:49 | 7 views | 0 comments
Electronic Arts development studio Maxis recently announced that they're of interconnected cities. Although some players were able to find a workaround to play offline, Fox wrote, "...they were unable to perform key actions like communicating with other cities that they had created locally, or with the rest of their region(s), or even saving the current state of their cities." As further explanation, Fox wrote, "SimCity was written to rely on the servers. The game routinely pings the servers for critical pieces of data (region status, workers, trading etc.) and it relies on that information to keep the simulation moving. This meant rewriting the entire system, which previously existed in Java, and putting it into C++. We’ve had to knock out the internet pipe stuff. There’s lots of code that hits the servers looking for information. We’ve had to write a lot of code to produce that data locally, specifically for region information." The update is nearing completion and Fox says his team has been working on the update since August. "We’ve hit Alpha and are in the final stages of testing before we release it as part of Update 10 in the future." However, the removal does mean there will be some sacrifices. Fox wrote, "We had to remove parts of the game for it to function properly as well. This means removing lots of code integral to Multiplayer [including] code and UI supporting Trading, Social Features, Global Market, Leaderboards, and Achievements. And, all without crippling the Multiplayer game." While the reaction to the change has been mostly positive across the Internet, many comments in the Maxis post lament the fact that the update will not increase the size of cities users can create. But how do you feel about the news? Will this encourage you to get back in and try it out, or is it too little too late for SimCity?
Tags: City, SimCity, Arts, Electronic, Electronic Arts, Maxis, With, While, Multiplayer, Global, Update
From:
www.gamespot.com
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