Showing posts with label multiplayer. Show all posts
Showing posts with label multiplayer. Show all posts

Monday, 4 June 2012

Far Cry 2


Far Cry 2 cover art.jpgFar Cry 2 is an open world first-person shooter developed by Ubisoft Montreal and published by Ubisoft. It was released on October 21 2008 in North America, and on October 23 2008 in Europeand Australia. It was made available on Steam on October 22, 2008.Crytek, the developers of the original game, were not involved in the development of Far Cry 2.
Ubisoft has marketed Far Cry 2 as the true sequel to Far Cry, however the sequel has very few noticeable similarities to the original game. Instead, it features completely new characters and setting, as well as a new style of gameplay that allows the player greater freedom to explore different African landscapes such as deserts, jungles, and savannas. The game takes place in a modern-day Central African nation in a state of anarchy and civil war. The player takes control of a mercenary on a lengthy journey to locate and assassinate "The Jackal," a notorious gun runner. As of January 23, 2009, the game has sold 2.9 million copies.

Gameplay

Far Cry 2 is a sequel to the original Far Cry. The game features an open-ended experience. Players are able to ally with one or multiple factions, and to progress through the game world and missions as they see fit, resulting in a nonlinear style of gameplay commonly referred to as sandbox mode that allows the story to progress at their speed and in the order they choose. Players can use a range of vehicles, including cars, trucks, boats and hang gliders, to travel within the 50 km2 (19 sq mi) gameplay area. The playing styles range from head-on assaults to stealthy infiltrations and assassinations. The game takes place in a sprawling African landscape, with terrain ranging from desert to savannah to jungle.
Various factions and vehicles are featured; enemies include human mercenaries, but sci-fi creatures such as the Trigens from Far Cry are not featured. Furthermore, the player's feral abilities introduced in Far Cry Instincts and its expansions do not return in Far Cry 2. There is also a dynamic weather system that has a day-night cycle and different weather conditions such as storms and strong winds. The time of day also affects the behavior of AI, in terms of enemy alertness and aggressiveness; for example, an enemy might have a slightly heightened awareness at night, but be unable to see the player in hiding, while during the hot part of the day the enemies might be sitting in the shade in groups but easily spot the player from a distance.
The health bar represents the health of the protagonist that is divided into five segments, each of which automatically refills if it is not depleted and the player finds cover for a few seconds. Players carry a limited supply of syrettes which can be used at any time to fully replenish the health bar, and are obtainable from first aid boxes located throughout the game world, specifically at guard posts. When nearing death (only one health bar remaining), the character must perform first aid on himself, for example removing bullets with pliers, or snapping twisted or broken fingers into position.


Exploring a dense African jungle, while holding an RPG-7.

Weapons

The player also has access to a large arsenal of real world weapons, including battle rifles, shotguns, sniper rifles, rocket launchers, handguns, and light machine guns. The game breaks these weapons down into three inventory slots, each with a specific list of weapons assigned to it:
  • Primary weapons: Heckler & Koch G3KA4, AK-47, FN-FAL, AR-16, M1903 Springfield, SVD Sniper, MP5SD, MGL grenade launcher, Franchi SPAS-12, Daewoo USAS-12, Accuracy International AS50, Ithaca 37, and a special SD shotgun.
  • Secondary: Star Model P, IMI Desert Eagle, Makarov pistol (silenced or unsilenced versions available for use), Uzi, MAC-10, Flare gun, M79 grenade launcher, IEDs and a sawn-off special shotgun.
  • Special: RPG-7, recoilless rifle, flamethrower, mortar, PK machine gun, M249 light machine gun, dart rifle, and a special Crossbow
In addition to the three selectable types of weapons, a machete is carried at all times, which can be used to execute enemies and the player can also carry a number of hand grenades and molotov cocktails. All weapons in the game are "mirrored," with ejection ports, charging handles and other user-operated parts on the left side; the exception being the belt-fed machine guns which eject to the right, though this means the PK machine gun is still mirrored. Further changes are made to some, such as the Ithaca 37 having a side ejection port.
A major gameplay feature is that these weapons degrade over time. Weapons become dirty and prone to jamming and will eventually catastrophically fail, break in half, and become completely unusable. The player can purchase weapons at various gun shops, which provide an unlimited supply of the weapon in serviceable condition, along with manuals to upgrade weapon's reliability and accuracy. More weapons can be unlocked at the gun shop by completing missions involving the destruction of competitors' arms convoys for the gun shop owner. Weapons can also be picked up off of fallen enemies, but they are always in their most degraded condition and can only be used for a short period of time before jamming and ultimately breaking down completely.

Realism


Locating a diamond-briefcase with the help of the handheld GPS proximity sensor (the green LED).
The game has realistic features such as weapon degradation and the dynamic weather system. Also, the player needs to hold a physical map and use a handheld navigation system (which highly resembles a military-type GPS, the PLGR+ 96 by Rockwell Collins except for the display which is a color graphics LCD where the PLGR has a mono dot matrix display) to get around, but they are automatically updated as the player travels through the environment. The player is able to tag certain objects and locations such as cars, sniper towers, ammo pickups and buildings, so that they are able to monitor them on their map. When vehicles are damaged the player must perform a short repair animation, involving the tightening of one of the bolts on the radiator (assault trucks), headers (buggy) or other interior part with a ratchet. The player also must deal with different levels of malaria. Every 30 to 40 minutes in real time, the player must take a pill in order to combat the blinding effects of the illness.
The Dunia Engine allows complex sequences and run-events during gameplay; the game features a day-and-night cycle, as well as tree and vegetation regeneration. A unique fire propagation mechanism, which allows a small fire to spread and eventually cause large brush fires, may be used either to the player's advantage during combat or against the player. The behavior of fire is dependent on factors such as wind speed, wind direction, rain, and vegetation type. For example, a fire may not spread as easily in a lush, moist jungle environment compared to dry, grassy plains and savannahs.
Several species of African wildlife can be encountered in the game, and are able to distract the enemy as well as make them aware of the player's presence. All the large animals in the game are grazing herbivores, such as zebras, wildebeest, gazelle, buffalo, impala, and gemsbok. Also domestic animals such as goats and chickens can be found. However, none of the wildlife found in the game pose any direct threat to the player.

Multiplayer

Multiplayer in Far Cry 2 attempts to include the dynamic elements of the singleplayer game (such as fire propagation) and to provide as accessible gameplay as possible so that it is available to all skill levels and so that players have specific gameplay aspects to keep in mind when designing their own maps in the map editor. It also includes a vast number of vehicles.
Online matches can be held for a maximum of 16 players. Four modes are available with the shipping of the game, consisting of Deathmatch, Team Deathmatch, Capture the Diamond (a slight variation of the standard Capture the Flag as the flags are replaced with diamonds), and Uprising. The Uprising mode provides a twist on a node-capture match by including a captain for each team. Only captains can capture the designated points across the map, and a team must assassinate the enemy captain after capturing all the points to win the round.
Multiplayer gameplay is class based, with six classes available. The Commando is the standard grunt class, with an assault rifle; the Sharpshooter specializes in long range with conventional sniper rifles; the Guerrilla excels in close combat and ambush with shotguns; the Rebel uses explosives and fire with flamethrowers and rocket launchers; the Gunner provides heavy firepower with light machine guns and rocket launchers; and the Saboteur uses stealth and silenced weapons . Each class can choose an appropriate primary weapon and a side arm, as well as explosives such as frag grenades or Molotov cocktails. Players are able to unlock more powerful weapons within each class by spending up to three "blood diamonds" on a class; the diamonds are earned through the experience points from killing other players and completing objectives. Potential upgrades for individual weapons within a class include operation manuals, maintenance manuals, and bandoliers.
The Multiplayer has a ranking system which awards points for killing enemy players, reviving friendly players, capturing control points, and capturing diamonds.

Synopsis

Setting

Far Cry 2 abandons the science fiction aspects of its predecessor in favor of a more realistic setting. The game takes place in late 2008 in a small, failed Central African state, currently embroiled in a civil war. The government has recently collapsed, leaving two factions vying for control. At war are the United Front for Liberation and Labour (UFLL, led by Addi Mbantuwe, a former opposition leader) and the Alliance for Popular Resistance (APR, best far led by Maj. Oliver Tambossa, Chief of Staff for the former government). Both factions have claimed to have the people's interests at heart, but both have shown ruthlessness, warmongering, greed, and a general disregard for the well-being of the people. Both sides have hired many foreign mercenaries to bolster their strength over the course of the conflict. The recent exhaustion of the nation's diamond mines has thrown the nation into further turmoil, leaving many foreign mercenaries without payment and no way out.
The goal of the player's character is to find and assassinate the Jackal, a 52-year-old arms-dealer who has been selling weapons to both sides of the conflict. The player must accomplish this goal by whatever means necessary, even if he has to succumb to the immorality of the warring factions and the Jackal himself.

Characters

The protagonist of previous Far Cry games, Jack Carver, is not featured in this game. When Ubisoft interviewed players about the original Far Cry in their research for this game, the interviewees did not find the character very memorable or likable. As a result, in the sequel the player chooses from nine different characters to play, each with a unique look and back story. All the playable characters are male, but there are a few potential buddies that are female. The playable mercenaries include Warren Clyde (American), Quarbani Singh (Mauritian), Paul Ferenc (Israeli), Xianyong Bai (Chinese), Marty Alencar (Brazilian), Frank Bilders (Northern Irish), Josip Idromeno (Albanian), Hakim Echebbi (Algerian) and Andre Hyppolite (Haitian).The non-playable characters include Flora Guillen (Cuban-Angolan), Nasreen Davar (Tajik), and Michele Dachss (French).
The main enemy of the game is a sadistic but intelligent arms-dealer known as the Jackal, who is fueling the violence in the country. He is notorious for selling his impressive-quality weapons at very cheap prices and being fearless. He affirms his knowledge of will to power by quoting Frederich Nietzche's Beyond Good and Evil at the beginning of the game and having little to no remorse for all the death he has caused. Various tape recordings throughout the game reveal his thoughts and beliefs, in one of the tapes he reveals he is a humanist. It is rumored that the Jackal has cancer, and does not have very long to live. Despite all of the chances he has, the Jackal never tries killing the protagonist, and simply uses him as a tool to cause more chaos as the protagonist hunts for him. In the end, it is revealed that the Jackal is seeking redemption from his life as an arms-dealer, and wishes to cleanse the country of its war.
The two factions each have a leader and second in command. The UFLL's leader is Addi Mbantuwe and his subordinate's name is Leon Gakumba. The APR's leader is major Oliver Tambossa and his subordinate's name is Prosper Kouassi. The factions also have some kind of "lieutenants" or underbosses that the player will encounter during the game.

Friends

All of the playable characters are different types of mercenaries. The playable characters the player does not choose to play become non-player characters who are friends of the player's character and who can be found in bars around the in-game nation. These friends are called Buddies and they can serve various roles in the game. All of the buddies offer side missions to the player, completion of which increases that buddy's standing with the player. Additionally there are a few "extra" buddies that can be found. In any playthrough the buddies that can be met is random and not all buddies will appear.The player's "Best Buddy" and "Second Best Buddy" can play additional roles.
The player's "Best Buddy" can provide the player alternate, or "subverted" ways to complete most of the main story missions. These subverted missions always require more steps than the standard mission, but they often make the final objective easier. For example, bringing a container of defoliant to one Buddy who has access to a plane, will allow him or her to deprive the enemy of cover when the player assaults a plantation, or bringing a fuse to a buddy that has a bomb will allow him or her to blow up a bridge, simply crushing an enemy barge beneath instead of forcing the player to assault the barge. Completing subverted missions also increases the player's standing with the best buddy and adds "upgrades" to every safe house in the region, such as vehicles parked outside, medical pickups and ammo pickups. However, the inevitable final objective of a subverted mission will always be that the player must rescue their buddy (Who by the end of the mission is heavily outnumbered by the enemy and must be rescued). The player must choose to either take on a shorter, more difficult mission, or a longer but easier mission.
The player's "Second Best Buddy" can come to the player's aid when they fall in battle if they are "rescue ready". The buddy will move them to a safer location, then revive them and help fight off the remaining enemies. The buddy then needs to recuperate and will be ready to save the player again once they are visited at a safehouse.
Buddies can be wounded or killed in battle during subverted missions, buddy rescues, and other circumstances. When a buddy dies, their death is permanent, and the player has only a limited number of possible buddies in each region. When all of the player's buddies are dead, subverted missions and buddy rescues are no longer available. When buddies are wounded in battle, they will mark their position with a smoke grenade and cry out for help. The player can choose to render aid, or simply leave the buddy to die. If the buddy's wounds are minor enough, the player can inject them with a syrette to fully heal them. However if the buddy's injuries are too severe, the player's only option is to euthanize them by either overdosing them with syrettes or looking away and shooting them in the head. Buddies usually have three "lives" where if they're shot down a third time, the player will not be able to save them. Their last words before death are usually "thank you."

Plot

The game starts off with the player given a mission to kill the famous arms dealer known as "The Jackal". The player's character lands in the northern territory of Leboa-Sako and is introduced to the harsh reality of life in the country. On the way to the town of Pala in a cab, the player character begins to suffer from the effects of malaria and passes out. He awakes inside a hotel and finds the Jackal standing over him. With the player incapacitated by illness, the Jackal briefly offers some insight into his philosophy, quoting from Friedrich Nietzsche's Beyond Good and Evil about the will to power. He threatens to kill the player character, but ultimately chooses to spare his life and leaves after stabbing a machete into the wall which the player character retrieves.
Meanwhile, the ceasefire in Pala has collapsed and the UFLL and APR are engaged in open fighting. The player either passes out with malaria after managing to escape or is severely wounded before he can escape. The player is revived in the camp of one of the faction lieutenants in the area. In return for saving the player's life, the lieutenant orders the player to conduct basic errands. The player meets a journalist named Reuben Oluwagembi, who is writing a book about the conflict and the Jackal's part in it. He requests that the player find the tapes of his interview with the Jackal, scattered over the region. Once the player has acquired some malaria medicine from a priest who is helping civilians escape the violence, the player is given the freedom to choose their next mission. In addition to the hunt for the Jackal, the player can provide the Underground with stamped travel documents for refugees in exchange for anti-malarial drugs, ambush convoys of weapon shipments in order to gain access to a greater variety of weapons and equipment from arms dealers, and assassinate targets acquired by intercepting signals from various cell-phone towers in the area.
The player is forced to work with both the UFLL and the APR in Leboa-Sako, each using the player as a deniable agent in order to avoid a full-scale war. When the player is in the faction HQ before he is taking a mission, conversations are heard between the faction leader and the mercenary leader, for example on one occasion they discuss the rumor that the Jackal has cancer and only a few months left to live. After many successful missions, a faction captain (either Prosper Kouassi or Leon Gakumba) contracts the player to assassinate the other faction's captain. Once the assassination is complete, however, the player is betrayed and ambushed by the contractor and his troops. The player escapes, but in the chaos, he is forced to choose either to defend the priest and the civilians under his care, or to aid fellow mercenaries. The player's character eventually falls in combat, and awakes in the back of a truck filled with bodies. Any buddies the player has made up to this point are now either killed or declared missing, dependent on whom the player opted to aid. He falls off of the truck onto the road and seeks shelter in the desert, finally collapsing in the following sandstorm. The Jackal appears and takes the unconscious player to safety, but is then forced to flee when retreating troops of the other faction, now without a captain, arrive. A lieutenant from this faction offers the player a chance to redeem himself by assassinating the faction captain who betrayed the player. The player assassinates the target at a troop rally and escapes south, to the province of Bowa-Seko.
In Bowa-Seko, the player and a Buddy follows the lieutenant's orders to destabilize the area and reignite the conflict by conducting a false flag operation in Port Selao. Following this, the two factions are now at war in the new province, opening up a variety of work from both sides. Eventually, the player is hired by one of the leaders, either Oliver Tambossa or Addi Mbantuwe, to deliver diamonds to the opposite faction, for a peace settlement between the factions. When the player arrives at the location, however, he finds the area devastated and the faction leader dead. The Jackal appears and explains that he wants the conflict to continue, since the warlords want peace only to conduct their crimes outside the world's attention. He then seizes the diamonds and knocks the player character unconscious.
The player wakes imprisoned in an old slave outpost, and discovers that he has been used as a scapegoat, blamed for murdering a faction leader and disrupting the peace settlement. The player escapes and continues his search for the Jackal. In the process, he performs a series of missions, consisting of assassinating Nick Greaves and Hector Voorhees, the new warlords of the APR and UFLL respectively. However, the player can choose to kill his contractors instead after meeting with Greaves and Voorhees. Reuben then calls the player for help, fearing that he and some other journalists are either going to get deported or shot at the airfield. The player fights off the militia and rescues the journalists.
With Reuben's help, the player finally tracks down and meets with the Jackal (at this point there is a glitch to kill The Jackal), who reveals his intentions to help the civilian population escape the war-torn country. Although he must eventually kill the Jackal, the player character agrees to help. The Jackal's plan is for the player to assassinate the two remaining faction leaders and take a case of diamonds to bribe the border guards. After finding the diamonds, however, the player must fight his fellow mercenaries and friends, as they want the diamonds for themselves to escape the country.
With both faction leaders dead and the diamonds in hand, the player meets the Jackal at a hut near the border (named 'The Heart of Darkness'). The Jackal plans to dynamite the valley leading to the border, in order to prevent the militia from following the evacuating civilians. However, the detonating cord has malfunctioned, and the explosives must be short-circuited with a car battery at the site, leading to the detonator's certain death. The Jackal offers the player a choice; he can detonate the explosives, or take the diamonds and shoot himself upon leaving the country, either way ensuring the civilians' escape. The game ends with Reuben Oluwagembi witnessing the explosion, then turning to take a picture of the massed crowd of refugees crossing the border. One of the border guards is seen holding the case of diamonds.
The APR and UFLL warlords have attempted to end hostilities and establish a government but the violence continues. Reuben's story was ignored by the international press, and he is supposedly publishing it on his personal blog. The civilian population largely escaped, and NGOs credit the low casualty rate to the work of the country's Underground. The Jackal has since disappeared, and world governments insist that he died in the conflict, although no body is ever found. In addition, the player's exact fate is unseen, though presumably the protagonist dies, either in the explosion or by the gunshot heard at the end of the game. Such actions are performed linearly without any choice on the part of the player, despite the in-game journal hinting that the protagonist might choose to kill the Jackal instead.

Development

System Requirements
Minimum Recommended
Microsoft Windows
Operating system Windows XP with Service Pack 2 or Windows Vista
CPU Intel Pentium 4 3.2 GHz, Intel Pentium D 805 or AMD Athlon 64 3500+ Intel Core 2 Duo or AMD Athlon 64 X2 5200+, AMD Phenom
Memory 1 GB RAM 2 GB RAM
Hard drive space 6 GB of free HDD space
Graphics hardware NVIDIA GeForce 6800 256 MB or ATi Radeon X1650 256 MB NVIDIA GeForce 8600 GTS 512 MB or ATI Radeon X1900 512 MB

History

The unveiling of Far Cry 2 took place on July 19, 2007 in Paris, France, by head company Ubisoft. Ubisoft stated that the game had been in development by the Ubisoft Montreal team, and would be released on October 23, 2008.
The game's producer, Louis-Pierre Pharand, said that the single-player game will "potentially have close to 50 hours of game play." Lead designer Clint Hocking stated that at least 100 hours are needed to experience all of the game's content.
A pre-alpha video of the game, showcasing the visuals and 13 minutes of gameplay with developer commentary, was presented in Leipzig in August 2007. The demonstration showed off the gameplay involving gunfights and driving sequences, and unique features such as first aid and physical maps were also shown. It also showcased several graphical features tying in directly with the gameplay, such as procedural breakage of vegetation and its regeneration over time, dynamic propagation of fire, and volumetric wind effects capable of breaking vegetation and spreading fire. Man-made structures were also shown to be highly destructible.

Research

In July 2007, Ubisoft sent a team of the game's developers to Africa to carry out research for the game. They reportedly spent two weeks traveling around Kenya and camping out on the savannah. The game's producer, Louis-Pierre Pharand said that following the trip they realized they had gotten the design of the game "so wrong" and made several changes to "make the game feel like you were really there".Some African wildlife are featured in the game world, but herbivores only; according to the developers, predators without careful control would have eaten all the herbivores and starved to death.

Map editor

Far Cry 2's map editor has been designed specifically for ease of use. It includes features such as easily raising/lowering terrain and applying textures. A video was shown showcasing the editor, including an Eiffel Tower made completely from in-game pieces.
The map editor features hundreds of objects found in the single player game including vehicles, buildings, bridges and more. Fan mods for the map editor can unlock more objects. However, weapons (with the exception of mounted guns) cannot be placed on maps to support the game's class-based gameplay. Nor can people or wild animals. And you can not edit real map of the game.
The objects in the player made maps, such as buildings and structures are all just links to the objects in the game's install directories, making the map files smaller. This means that uploading and downloading maps is quick and easy. It was announced at the GC 2008 that there will be a memory space limit for each map.
The map editor uses a real-time rendered freecam view, without a heads-up display or other screen elements such as a hand-gun combination. Time-of-day can be freely chosen in the editor. Trees and grass animate in the real-time preview.

Engine

Ubisoft has developed a new engine specifically for Far Cry 2, called Dunia, meaning "world" in Arabic and Swahili.
The Dunia engine was built specifically for Far Cry 2 by Ubisoft Montreal development team. It delivers realistic semi-destructible environments, special effects such as dynamic fire propagationand storm effects, real-time night-and-day cycle, dynamic music system and non-scripted enemy A.I actions.
The engine takes advantage of multi-core processors as well as multiple processors and supports DirectX 9 as well as DirectX 10. Only 2 or 3 percent of the original CryEngine code is re-used, according to Michiel Verheijdt, Senior Product Manager for Ubisoft Netherlands. Additionally, the engine is less hardware-demanding than CryEngine 2, the engine used in Crysis.
Far Cry 2 also supports the amBX technology from Philips. With the proper hardware, this adds effects like vibrations, ambient colored lights, and fans that generate wind effects.

Tuesday, 15 May 2012

Call of Duty Black OPS






Call of Duty: Black Ops II is an upcoming first-person shooter video game, developed by Treyarch and published by Activision(Square Enix for Japan), to be released on November 13, 2012 for Microsoft Windows, PlayStation 3 and the Xbox 360.[1][2][3]Black Ops II is the ninth game in the Call of Duty franchise of video games and a sequel to the 2010 game Call of Duty: Black Ops. Black Ops II is the first game in the Call of Duty franchise to have a completely futuristic setting and feature future warfare technology. It also presents branching storylines driven by player choice for the first time in the franchise's history. Characters and Setting Black Ops II is set in 2025, as opposed to the Cold War setting of Black Ops. In this new setting, China and the United Statesare locked in a cold war after China bans the export of rare earth elements following a cyberattack that cripples the Chinese Stock Exchange.[4] War is now defined by robotics, cyberwarfare, unmanned vehicles and other modern technology.[5] The game's story deals with the speculation that this unmanned technology could just as well be used against those it was meant to protect. Although the game is set in 2025, it will start in the 1980s Cold War era in order to focus on the origin story of the primary antagonist of Black Ops II: Raul Menendez,[5] who, in 2025, is provoking a war between China and the USA. In the 1980s section of the game, the player protagonist will be Alex Mason, protagonist of Black Ops. Much of the action in this section will take place in the proxy wars of Central America. Another character from Black Ops, Frank Woods will be returning in Black Ops II and will narrate the story into 2025. In the 2025 section, the player protagonist will be David Mason, son of Alex Mason.[6] It has been hinted at that the side-plot of Viktor Reznov and his relationship with Alex Mason, which began in World at War and was advanced by Black Ops, will be continued in Black Ops II.[6] Strike Force missions Black Ops II will be the first Call of Duty video game to feature branching storylines, in which the player's choice affects both the current mission and in turn, the overall course of the story. The game will feature special 'Strike Force' missions that are offered as a choice to the player during the campaign. Choosing one of the missions locks out the others unless the player begins a fresh campaign.[6] Strike Force missions allow the player to control a number of different war assets, such as unmanned aerial vehicles, jet fighters and robots. If the player dies in a Strike Force mission, the campaign continues recording that loss, as opposed to letting the player load a previously saved checkpoint. The player's progress in the Strike Force missions may go on to change even the plans of the story's antagonist, Raul Menendez.[6] By the end of the game, the player may have changed the results of the new Cold War, and the player will be shown what could have gone differently. Zombies Treyarch has confirmed that the Zombies mode will return for Black Ops II with its own campaign. Its predecessors were Call of Duty: World at War and Call of Duty: Black Ops. This is the third time for the Zombies mode to appear in a Call of Duty game, and the first time to have its own campaign along with the main story. Treyarch has also confirmed that Zombies will implement the multiplayer engine, allowing for a deeper community experience along with new game modes. It has also been confirmed that the Zombies mode will support 8 player co-op, unlike Call of Duty: World at War and Call of Duty: Black Ops, which only support in it's multiplayer 4 player co-op. Further information about the Zombies mode is unknown. Development Activision Blizzard CEO Robert Kotick stated on November 8, 2011 that a new Call of Duty game was in development for a 2012 release and will be the newest installment in the franchise.[7] The game was officially confirmed by Activision during its fourth-quarter earnings call on February 9, 2012, and promised that it will feature "meaningful innovation" for the series.[8][9] Black Ops 2 reports Reports of Black Ops 2 surfaced following a product page for Call of Duty: Black Ops 2 appeared Amazon France before quickly being taken down in February 2012. No information has yet been released by Activision, but Gameblog claimed that Activision demanded it remove its original report too.[10] When it refused to do so, the publisher cut off GameBlog from ad support, review game mailings and future Activision events for refusing to comply.[11] Later Activision denied Gameblog’s claims that it has been blacklisted.[12] Around the same time, computer game artist Hugo Beyer also listed "Black Ops 2" as his current project in his Linkedin CV, before his LinkedIn page was taken down.[13] Beyer is an artist working for Nerve Software, "a Dallas-based independent developer" which has "helped" with previous Activision games including, Black Ops in 2010.[14] A "Black Ops 2" trademark by Activision was spotted January 2012.[15] Further Black Ops 2 was listed by the France international entertainment retail chain Fnac in March 2012, which touted a predictable November release date.[16] On April 9, 2012, an image was leaked from a URL on the official Call of Duty website, which leaked the Call of Duty: Black Ops 2 logo, as well as a reveal date of April 28, 2012. The URL was later removed.[17] On April 18, 2012, Kotaku received an image from "a retail source", which showed a teaser poster that lacked a game title but had clear nods toBlack Ops and a May 2 date that seemingly points to a reveal.[18] On April 27, 2012, an image containing two Target pre-order cards sent by IGN reader Richard confirmed the game's title and release date. The cards clearly display the Call of Duty: Black Ops II logo, and the release date November 13, 2012.[19][20] Reveal On April 23, 2012, Activison redesigned CallofDuty.com to announce that the game will be revealed on May 1, 2012 during the NBA playoffs on TNT.[21] The art featured on the site matches up perfectly with the supposed retailer leak received by Kotaku.[22] However, parts of the official website went live hours prior to the announcement, which revealed the title, confirmed the release date for PC, PlayStation 3 and Xbox 360, and the "21st Century Cold War" setting.[23] Activision had hinted that the game may eventually become available for Nintendo's own consoles, although has no official announcements for the time being.[24] As promised by Activision, the preview for the game was revealed in the form of a Youtube trailer that detailed the futuristic setting, the characters carried over from the previous games, and the conflict.[25] After the game was revealed, the preorder rates on the game set records three times higher than for the preorders of the first Black Ops.[26] Several critics have noted the trailer's similarities to that of Metal Gear Solid 4: Guns of the Patriots.

Trailler Source: http://youtube.com

Monday, 14 May 2012

Diablo III





Diablo III is an upcoming dark fantasy/horror-themed action role-playing game in development gby Blizzard Entertainment, making it the third installment in the Diablo franchise. The game, which features elements of the hack and slash anddungeon crawl genres, was first announced on June 28, 2008, at the Blizzard Worldwide Invitational in Paris, France, and is set to be released in North America, Latin America and Europe on May 15, 2012, and Russia on June 7, 2012. The game broke several presale records and became the most pre-ordered PC game of all time on Amazon.com and Blizzard. Plot
The game takes place in Sanctuary, the dark fantasy world of the Diablo series. This world was saved twenty years prior by a handful of unnamed heroes in Diablo II. Having survived the onslaught brought by the armies of the Burning Hells, Tyrael rewarded the heroes by sending them to safety. It is up to a new generation of heroes to face the forces of evil threatening the world of Sanctuary.
Players will have the opportunity to explore familiar settings such as Tristram.
The only confirmed NPCs are Deckard Cain, who has appeared in both of the previous games, and his niece, Leah, a new character who accompanies the hero in quests from time to time. The plot will revolve around two surviving Lesser Evils, Azmodan and Belial, and an artifact known as the Black Soulstone. Diablo's world map is composed primarily of two main continents with several small islands in the Northwest region. The world of Sanctuary has been dramatically changed by the destruction of the Worldstone in Diablo II: Lord of Destruction.
Gameplay

Diablo III's inventory and HUD will retain a feel similar to that found in earlier games in the series, including a viewpoint reminiscent of the isometric view of Diablo III's predecessors. The inventory has sixty slots for items. Armor and weaponry will each occupy two slots and all other items will each occupy one slot.
The proprietary engine will incorporate Blizzard's custom in-house physics, a change from the original usage of Havok's physics engine, and feature destructible environments with an in-game damage effect. The developers are aiming to make the game run on a wide range of systems, and have said that DirectX 10 will not be required. Diablo III will use a custom 3D game engine in order to present an overhead view to the player, in a somewhat similar way to the isometric view used in previous games in the series. Enemies will utilize the 3D environment as well, in ways such as crawling up the side of a wall from the depths into the combat area.
As in Diablo II, multiplayer games will be possible using Blizzard's Battle.net service, with many of the new features developed for StarCraft II also available in Diablo III. Players will be able to drop in and out of sessions of co-operative play with others.
An enhanced quest system, a random level generator, and a random encounter generator are slated for use in order to ensure the game provides different experiences when replayed. Overall, the game will include both static and randomly generated levels. Additionally, there will be class-specific quests to go along with the main storyline quests. Blizzard originally planned to have in-game cutscenes, but they felt these would divert from the gameplay and ultimately decided against them. Three new armor pieces will be available: shoulder plates, arm-guards, and leggings.
Unlike previous iterations, gold can be picked up merely by touching it, rather than having to manually pick it up. One of the new features intended to speed gameplay is that health orbs drop from enemies, replacing the need to have a potion bar, which itself is replaced by a skill bar that allows a player to assign quick bar buttons to skills and spells; previously, players could only assign two skills (one for each mouse button) and had to swap skills with the keyboard or mousewheel. Players can still assign specific attacks to mouse buttons.
Skill runes, another new feature, are skill modifiers that are unlocked as the player levels up. Unlike the socketable runes in Diablo II, skill runes are not items but options for enhancing skills, often completely changing the gameplay of each skill. For example, one skill rune for the Wizard's meteor ability reduces its arcane power cost, while another turns the meteor to ice, causing cold damage rather than fire.
Hardcore mode
Diablo III will give players the choice to make hardcore characters, similar to Diablo II. Players will be required to first level up a regular character to level 10 before they will have the option to create new Hardcore characters.  Hardcore characters cannot be resurrected; instead they become permanently unplayable if they are killed. They also do not have access to the real-world money auction house. Hardcore mode is intended for experienced players who enjoy the additional thrill of having only a single virtual life. Hardcore characters are separately ranked, their names are highlighted with a different (red) color and they can only form teams with other hardcore characters. After dying, the ghost of a hardcore character can still chat, the name still shows up in rankings, but the character cannot return to the game.
Artisans
Artisans are NPCs who sell, craft, and enhance equipment. Two types of artisans can be acquired by completing a quest for each: Haedrig Eamon the blacksmith and Covetous Shen the jeweler. The previously announced Mystic Artisan has been pulled, possibly to be released later on. Artisans create items using materials the player can gather by scrapping acquired items and reducing them to their component parts. These materials are used to create items which will have random bonuses. Unlike Diablo II, rare and magic items can be enhanced, not just basic weaponry and armor. Crafting can also be used to train and improve the skills of the artisans rather than create new items. When artisans gain new levels, their shop reflects their higher skill level. The process of salvaging items into materials also makes inventory management easier. Blizzard stated that this crafting system was designed so that it would not slow down the pace of the game.
Followers
Followers are NPC allies that can accompany the player throughout the game world. There are three types of followers in Diablo III: Kormac the Templar, Lyndon the Scoundrel and Eirena the Enchantress, each having their own skills and background. As followers fight alongside the player, they gain new skills, experience and equipment as they level up. Only one follower accompanies the player at a time, creating a gameplay strategy decision. Originally, followers were only to be viable in normal, single-player mode. However, Jay Wilson stated at BlizzCon 2011 that followers would now be viable in later difficulty levels.  Followers will not appear in co-op games.

The Diablo III auction house.
On August 1, 2011, it was reported that Diablo III will feature two types of auction houses; one where players spend in-game gold and another where players can buy or sell virtual items for real-world money. The real money auction house will not be available in Hardcore mode.
Blizzard has stated that nearly everything that drops on the ground, including gold, can be traded with other players directly or through the auction house system. Aside from certain quest items, there will be very few (if any) items that will be bound to a particular character and therefore un-tradable.
In order to get rated in Korea, Blizzard has agreed to drop the real-money auction house from the Korean release of the game as some Korean government members thought the auction house violated Korean anti-gambling laws.  In the gold-based auction house, a flat fee of 15 percent will be taken from the final sale price of an auction. The real-money auction house fees will be $1 USD, €1, £1, etc. from equipment (weapons and armor) and 15 percent from crafting materials. There is an additional 15 percent "cashing-out" fee from proceeds gained selling items in the real-money auction house. 
PvP combat
Player versus player (PvP) has not been implemented in Diablo III yet. Players participate in PvP choosing from their existing characters, with access to all of the gear and skill they have gathered from playing the game in single player or cooperative mode. There will be both ranked and unranked gametypes. When participating in ranked games ('best of' match series), players will earn points for advancement based on the number of kills, accomplished objectives, and victories they acquire throughout matches. The points earned lead to multiplayer achievements, titles, and other rewards. On March 9th, Blizzard announced that PvP has been delayed to a later date, and that Blizzard will enable it in a future patch. Blizzard has confirmed that Diablo III won't launch with player versus player combat. Lead designer Jay Wilson said in a post on Battle.net that the PvP Arena system will arrive in a post-release patch. "As we're counting down the days until we're ready to announce a release date for Diablo III, we've come to realize that the PvP game and systems aren't yet living up to our standards," he said. Blizzard said the PvP patch will add multiple Arena maps with themed locations and layouts, PvP-centric achievements, and a quick and easy matchmaking system. "We'll also be adding a personal progression system that will reward you for successfully bashing in the other team's skulls," Wilson added.

The five character classes of Diablo III.
L-R Wizard, Witch Doctor, Demon Hunter, Barbarian, and Monk
There will be five available character classes. In the previous two games, each class had a fixed gender, but in Diablo III players may choose the gender they would like to play.
The Witch Doctor is a new character reminiscent of the Diablo II necromancer, but with skills more traditionally associated with shamanism and voodoo culture. The witch doctor has the ability to summon monsters, cast curses, harvest souls, and hurl poisons and explosives at his enemies. Blizzard has stated that the Witch Doctor is not another version of the necromancer and that they may incorporate the necromancer in a future expansion. To power spells the Witch Doctor uses Mana, which regenerates slowly
The Barbarian will have a variety of revamped skills at his/her disposal based on the use of incredible physical prowess. The barbarian is able to whirlwind through crowds, cleave through swarms, leap across crags, and crush opponents upon landing. The resource used by the barbarian is fury, which is generated through getting attacked by enemies, attacking enemies and through certain abilities. Fury is used for certain strong abilities and degenerates over time.[
The Wizard is a version of the sorceress from Diablo II or the sorcerer from Diablo. The Wizard's abilities range from shooting lightning, fire and ice at his/her enemies to slowing time and teleporting around enemies and through walls. The wizard fuels their spells with arcane power, which is a fast regenerating power source.
The Monk is a melee attacker, using martial arts to cripple foes, resist damage, deflect projectiles, attack with blinding speed, and land explosive killing blows. It combines the melee elements of Diablo II's assassin class with the "holy warrior" role of the paladin. Blizzard has stated that the monk is not related in any way to the monk class from the Sierra Entertainment-made Diablo: Hellfire expansion. The monk is fueled by spirit, which has defensive purposes and is slowly generated through attacking, though it does not degenerate.
The Demon Hunter combines elements of Diablo II's amazon and assassin classes. Demon hunters use crossbows as their main weapon and also throw small bombs at enemies. Some of their skills have been revealed and among them are arrow skills such as Chain Arrow. The demon hunter is fueled by discipline and hatred. Hatred is a fast regenerating resource that is used for attacks, while Discipline is a slow regenerating resource used for defensive abilities.
The Archivist class was presented on April 1, 2009, following in Blizzard's April Fool's Day joke tradition.
A Dervish class was considered, but dropped. 
Development on Diablo III began in 2001 when Blizzard North was still in operation. The original artistic design differed from that shown at Blizzard Worldwide Invitational 2008 demonstration, and had undergone three revisions before reaching the standards felt necessary by the team behind Diablo III. The game is being planned for a simultaneous release on both Windows and Mac OS X platforms. It was also revealed that the game would require a constant internet connection to play, even for single-player mode.
Diablo III's lead designer is Jay Wilson, a former Relic Entertainment designer credited with work on Warhammer 40,000: Dawn of War and Company of Heroes as well as Blood II: The Chosen for Monolith Productions. Its lead world designer is Leonard Boyarsky, one of the six co-creators of Fallout.
Bobby Kotick from Activision announced in February 2012 that Diablo III will not launch in the 1st quarter of 2012. A slide show presentation at Activision's quarterly financial report listed Diablo III launch sometime in Q2 of 2012. A release date of May 15, 2012 was announced on March 15, 2012.
Console development
Blizzard is considering a concept design for consoles, reportedly even hiring staff for a console version, while stating this concept will not affect PC/Mac release dates. The project's lead designer, Josh Mosqueira, said Blizzard is "very, very serious about bringing the Diablo 3 experience to the console".
On 10 January 2012, Blizzard community manager Bashiok tweeted "Yup. Josh Mosqueira is lead designer for the Diablo console project."  However, a Blizzard spokesperson later clarified that Bashiok’s tweet was only "intended as a confirmation that [Blizzard] is actively exploring the possibility of developing a console version of Diablo III," adding, "This is not a confirmation that Diablo III is coming to any console platform." 
Beta
On May 9, 2011 Mike Morhaime announced that Diablo III was then expected to be released for external beta testing in Q3 of 2011. On September 7, 2011 Blizzard community manager Bashiok confirmed the start of the closed public beta test of the game with limited external testing by employees and their families. Testers were not restricted by a non-disclosure agreement (NDA) i.e. every participant would be free to show, share, or talk about any portion of the beta content. On September 20, 2011 Blizzard announced through their Diablo III site that the closed beta test portion of the game through invites, promotions and giveaways had begun. On October 22, 2011 at BlizzCon,Diablo III game director Jay Wilson announced during an open Q&A that a new wave of beta invitations would be sent after an upcoming patch. Blizzard announced on April 19, 2012 that there would be an open beta weekend for the game, starting on April 20, 2012 and ending the morning of April 23. The closed beta ended on May 1, 2012
The content available in the beta includes the possibility to try all 5 character classes in the first act up to the Skeleton King encounter. The players are also able to try various in-game features such as crafting through the blacksmithing NPC, the auction house, hosting and joining public games as well as earning achievements.
The beta website makes reference that there will be measures in place to prevent future cheating.
World of Warcraft promotion
Starting at BlizzCon in October 2011, Blizzard offered an "annual pass" for World of Warcraft, where players must maintain an active account in that game for one year from the day they sign up. Those who accepted the offer will receive Diablo III as a free digital download when the game is released, as well as guaranteed beta access for the next expansion to World of Warcraft (now known to be Mists of Pandaria) and a special mount in WoW called Tyrael's Charger, a winged horse inspired by the Archangel Tyrael, a major lore character of the Diablo series. The mount was delivered via in-game mail starting with the release of Patch 4.3.

Wednesday, 9 May 2012

Star Wars

Star Wars is an American epic space opera film series created by George Lucas. The first film in the series was originally released on May 25, 1977, under the title Star Wars, by 20th Century Fox, and became a worldwide pop culture phenomenon, followed by two sequels, released at three-year intervals. Sixteen years after the release of the trilogy's final film, the first in a new prequel trilogy of films was released. The three films were also released at three-year intervals, with the final film released on May 19, 2005.

Currently, the overall box office revenue generated by the Star Wars films has totaled at $4.49 billion,[1] making it the third-highest-grossing film series,[2] behind only the Harry Potter and James Bond films.

The Star Wars film series has spawned a media franchise including books, television series, video games, and comic books. These supplements to the film trilogies comprise the Star Wars Expanded Universe, and have resulted in significant development of the series' fictional universe. These media kept the franchise going in the interim between the film trilogies. In 2008, Star Wars: The Clone Wars was released to theaters as the first-ever worldwide theatrical Star Wars film outside of the main trilogies. It was the franchise's first animated film, and was intended as an introduction to the Expanded Universe series of the same name, a 3D CGI animated series based on a previous 2D animated series of a similar name.

Setting

"Star Wars galaxy" redirects here. For other uses, see Star Wars Galaxy (disambiguation).

The events depicted in Star Wars media take place in a fictional galaxy. Many species of alien creatures (often humanoid) are depicted. Robotic droids are also commonplace and are generally built to serve their owners. Space travel is common, and many planets in the galaxy are members of a Galactic Republic, later reorganized as the Galactic Empire.

One of the prominent elements of Star Wars is the "Force", an omnipresent energy that can be harnessed by those with that ability, known as Force-sensitives. It is described in the first produced film as "an energy field created by all living things [that] surrounds us, penetrates us, [and] binds the galaxy together."[3] The Force allows users to perform various supernatural feats (such as telekinesis, clairvoyance, precognition, and mind control) and can amplify certain physical traits, such as speed and reflexes; these abilities vary between characters and can be improved through training. While the Force can be used for good, it has a dark side that, when pursued, imbues users with hatred, aggression, and malevolence. The six films feature the Jedi, who use the Force for good, and the Sith, who use the dark side for evil in an attempt to take over the galaxy. In the Star Wars Expanded Universe, many dark side users are Dark Jedi rather than Sith, mainly because of the "Rule of Two" (see Sith Origin).[3][4][5][6][7][8]

Theatrical films

The film series began with Star Wars, released on May 25, 1977. This was followed by two sequels: The Empire Strikes Back, released on May 21, 1980, and Return of the Jedi, released on May 25, 1983. The opening crawl of the sequels disclosed that they were numbered as "Episode V" and "Episode VI" respectively, though the films were generally advertised solely under their subtitles. Though the first film in the series was simply titled Star Wars, with its 1981 re-release it had the subtitle Episode IV: A New Hope added to remain consistent with its sequel, and to establish it as the middle chapter of a continuing saga.[9]

In 1997, to correspond with the 20th anniversary of Star Wars, Lucas released "Special Editions" of the original trilogy to theaters. The re-releases featured alterations to the original films, primarily motivated by the improvement of CGI and other special effects technologies, which allowed visuals that were not possible to achieve at the time of the original filmmaking. Lucas continued to make changes to the films for subsequent releases, such as the first ever DVD release of the original trilogy on September 21, 2004 and the first ever Blu-ray release of all six films on September 16, 2011.[10]

More than two decades after the release of the original film, the series continued with the long-awaited prequel trilogy; consisting of Episode I: The Phantom Menace, released on May 19, 1999; Episode II: Attack of the Clones, released on May 16, 2002; and Episode III: Revenge of the Sith, released on May 19, 2005.[11]

On August 15, 2008 Star Wars: The Clone Wars was released theatrically as a lead-in to the weekly animated TV series of the same name.

Plot overview

The prequel trilogy follows the life of a young slave named Anakin Skywalker who is discovered by the Jedi Knight Qui-Gon Jinn, who believes him to be the "Chosen One" foretold by Jedi prophecy to bring balance to the Force. The Jedi Council, led by Yoda, sense that Anakin's future is clouded by fear, but reluctantly allow Qui-Gon's apprentice Obi-Wan Kenobi to train Anakin after Qui-Gon is killed by the Sith Lord Darth Maul. At the same time, the planet Naboo is under attack, and its ruler, Queen Padmé Amidala, seeks the assistance of the Jedi to repel the attack. The Sith Lord Darth Sidious secretly planned the attack to give his alter ego, Senator Palpatine, a pretense to overthrow the Supreme Chancellor of the Galactic Republic and take his place.[4]

The remainder of the prequel trilogy chronicles Anakin's gradual fall to the dark side of the Force as he fights in the Clone Wars, which Palpatine secretly engineers in order to destroy the Republic and lure Anakin into his service.[5] Anakin and Padmé fall in love and secretly wed, and eventually Padmé becomes pregnant. Anakin has a prophetic vision of Padmé dying in childbirth, and Palpatine convinces him that the dark side holds the power to save her life; desperate, Anakin submits to the dark side and takes the Sith name Darth Vader. While Palpatine re-organizes the Republic into the tyrannical Galactic Empire—appointing himself Emperor for life—Vader participates in the extermination of the Jedi Order, culminating in a lightsaber battle between himself and Obi-Wan.[6]

Obi-Wan ultimately defeats his former apprentice and friend, severing his limbs and leaving him for dead beside a lava flow. However, Palpatine arrives shortly afterward and saves Vader, putting him into a black, mechanical suit of armor that keeps him alive. At the same time, Padmé dies while giving birth to twins Luke and Leia. The twins are hidden from Vader and are not told who their real parents are.[6]



The original trilogy begins 19 years later as Vader nears completion of the massive Death Star space station, which will allow the Empire to crush the Rebel Alliance, which has formed to combat Palpatine's tyranny. Vader captures Princess Leia Organa, who has stolen the plans to the Death Star and hidden them in the astromech droid R2-D2. R2-D2, along with his counterpart C-3PO, escapes to the planet Tatooine. There, the droids are purchased by Luke Skywalker and his step-uncle and aunt. While Luke is cleaning R2-D2, he accidentally triggers a message put into the droid by Leia, who asks for assistance from Obi-Wan. Luke later assists the droids in finding the Jedi Knight, who is now passing as an old hermit under the alias Ben Kenobi. When Luke asks about his father, Obi-Wan tells him that Anakin was a great Jedi who was betrayed and murdered by Vader.[13]

Obi-Wan and Luke hire the smuggler Han Solo and his Wookiee co-pilot Chewbacca to take them to Alderaan, Leia's home world, which they eventually find has been destroyed by the Death Star. Once onboard the space station, Obi-Wan allows himself to be killed during a lightsaber rematch with Vader; his sacrifice allows the group to escape with the plans that help the rebels destroy the Death Star. Luke himself fires the shot that destroys the deadly space station.[3]

Three years later, Luke travels to find Yoda and start his Jedi training, but is interrupted when Vader lures him into a trap by capturing Han and the others. During a fierce lightsaber duel, Vader reveals that he is Luke's father and attempts to turn him to the dark side.[7] Luke escapes, and, after rescuing Han from the gangster Jabba the Hutt a year later, returns to his training with Yoda, who by this time is on his deathbed. Before he passes away, Yoda confirms that Vader is Luke's father; moments later, Obi-Wan's spirit tells Luke that he must face his father before he can become a Jedi, and that Leia is his twin sister. As the Rebels attack the second Death Star, Luke confronts Vader as Palpatine watches; both Sith Lords intend to turn Luke to the dark side and take him as their apprentice.[8]

During the subsequent lightsaber duel, Luke succumbs to his anger and brutally overpowers Vader, but controls himself at the last minute; realizing that he is about to suffer his father's fate, he spares Vader's life and proudly declares his allegiance to the Jedi. An enraged Palpatine then attempts to kill Luke with Force lightning, a sight that moves Vader to turn on and kill his master, suffering mortal wounds in the process. Redeemed, Anakin Skywalker dies in his son's arms. Luke becomes a full-fledged Jedi, and the Rebels destroy the second Death Star and, with it, the Empire.[8]

Cast and characters


Character

Themes


Star Wars features elements such as knights, witches, and princesses that are related to archetypes of the fantasy genre.[15] The Star Wars world, unlike fantasy and science-fiction films that featured sleek and futuristic settings, was portrayed as dirty and grimy. Lucas' vision of a "used future" was further popularized in the science fiction-horror films Alien,[16] which was set on a dirty space freighter; Mad Max 2, which is set in a post-apocalyptic desert; and Blade Runner, which is set in a crumbling, dirty city of the future. Lucas made a conscious effort to parallel scenes and dialogue between films, and especially to parallel the journeys of Luke Skywalker with that of his father Anakin when making the prequels.[4]

Technical information

All six films of the Star Wars series were shot in an aspect ratio of 2.40:1. The original trilogy was shot with anamorphic lenses. Episodes IV and V were shot in Panavision, while Episode VI was shot in Joe Dunton Camera (JDC) scope. Episode I was shot with Hawk anamorphic lenses on Arriflex cameras, and Episodes II and III were shot with Sony's CineAlta high-definition digital cameras.[17]

Lucas hired Ben Burtt to oversee the sound effects on A New Hope. Burtt's accomplishment was such that the Academy of Motion Picture Arts and Sciences presented him with a Special Achievement Award because it had no award at the time for the work he had done.[18] Lucasfilm developed the THX sound reproduction standard for Return of the Jedi.[19] John Williams composed the scores for all six films. Lucas' design for Star Wars involved a grand musical sound, with leitmotifs for different characters and important concepts. Williams' Star Wars title theme has become one of the most famous and well-known musical compositions in modern music history.[20]

The technical lightsaber choreography for the original trilogy was developed by Hollywood sword-master Bob Anderson. Anderson trained actor Mark Hamill (Luke Skywalker) and performed all the sword stunts as Darth Vader during the lightsaber duels in The Empire Strikes Back and Return of the Jedi, wearing Vader's costume. Anderson's role in the original Star Wars trilogy was highlighted in the film Reclaiming the Blade, where he shares his experiences as the fight choreographer developing the lightsaber techniques for the movies.[21]

Production history

Original trilogy

"Original trilogy" redirects here. For the video game, see Lego Star Wars II: The Original Trilogy.

In 1971, Universal Studios agreed to make American Graffiti and Star Wars in a two-picture contract, although Star Wars was later rejected in its early concept stages. American Graffiti was completed in 1973 and, a few months later, Lucas wrote a short summary called "The Journal of the Whills", which told the tale of the training of apprentice C.J. Thorpe as a "Jedi-Bendu" space commando by the legendary Mace Windy.[22] Frustrated that his story was too difficult to understand, Lucas then wrote a 13-page treatment called The Star Wars, which was a loose remake of Akira Kurosawa's The Hidden Fortress.[23] By 1974, he had expanded the treatment into a rough draft screenplay, adding elements such as the Sith, the Death Star, and a protagonist named Annikin Starkiller. For the second draft, Lucas made heavy simplifications, and introduced the young hero on a farm as Luke Starkiller. Annikin became Luke's father, a wise Jedi knight. "The Force" was also introduced as a supernatural power. The next draft removed the father character and replaced him with a substitute named Ben Kenobi, and in 1976 a fourth draft had been prepared for principal photography. The film was titled Adventures of Luke Starkiller, as taken from the Journal of the Whills, Saga I: The Star Wars. During production, Lucas changed Luke's name to Skywalker and altered the title to simply The Star Wars and finally Star Wars.[24]

At that point, Lucas was not expecting the film to become part of a series. The fourth draft of the script underwent subtle changes that made it more satisfying as a self-contained film, ending with the destruction of the Empire itself by way of destroying the Death Star. However, Lucas had previously conceived of the film as the first in a series of adventures. Later, he realized the film would not in fact be the first in the sequence, but a film in the second trilogy in the saga. This is stated explicitly in George Lucas' preface to the 1994 reissue of Splinter of the Mind's Eye:

It wasn't long after I began writing Star Wars that I realized the story was more than a single film could hold. As the saga of the Skywalkers and Jedi Knights unfolded, I began to see it as a tale that could take at least nine films to tell—three trilogies—and I realized, in making my way through the back story and after story, that I was really setting out to write the middle story.

The second draft contained a teaser for a never-made sequel about "The Princess of Ondos," and by the time of the third draft some months later Lucas had negotiated a contract that gave him rights to make two sequels. Not long after, Lucas met with author Alan Dean Foster, and hired him to write these two sequels as novels.[25] The intention was that if Star Wars were successful, Lucas could adapt the novels into screenplays.[26] He had also by that point developed an elaborate backstory to aid his writing process.[27]

When Star Wars proved successful, Lucas decided to use the film as the basis for an elaborate serial, although at one point he considered walking away from the series altogether.[28] However, Lucas wanted to create an independent filmmaking center—what would become Skywalker Ranch—and saw an opportunity to use the series as a financing agent.[29] Alan Dean Foster had already begun writing the first sequel novel, but Lucas decided to abandon his plan to adapt Foster's work; the book was released as Splinter of the Mind's Eye the following year. At first Lucas envisioned a series of films with no set number of entries, like the James Bond series. In an interview with Rolling Stone in August 1977, he said that he wanted his friends to each take a turn at directing the films and giving unique interpretations on the series. He also said that the backstory in which Darth Vader turns to the dark side, kills Luke's father and fights Ben Kenobi on a volcano as the Galactic Republic falls would make an excellent sequel.

Later that year, Lucas hired science fiction author Leigh Brackett to write Star Wars II with him. They held story conferences and, by late November 1977, Lucas had produced a handwritten treatment called The Empire Strikes Back. The treatment is very similar to the final film, except that Darth Vader does not reveal he is Luke's father. In the first draft that Brackett would write from this, Luke's father appears as a ghost to instruct Luke.[30]

Brackett finished her first draft in early 1978; Lucas has said he was disappointed with it, but before he could discuss it with her, she died of cancer.[31] With no writer available, Lucas had to write his next draft himself. It was this draft in which Lucas first made use of the "Episode" numbering for the films; Empire Strikes Back was listed as Episode II.[32] As Michael Kaminski argues in The Secret History of Star Wars, the disappointment with the first draft probably made Lucas consider different directions in which to take the story.[33] He made use of a new plot twist: Darth Vader claims to be Luke's father. According to Lucas, he found this draft enjoyable to write, as opposed to the yearlong struggles writing the first film, and quickly wrote two more drafts,[34] both in April 1978. He also took the script to a darker extreme by having Han Solo imprisoned in carbonite and left in limbo.[7]

This new story point of Darth Vader being Luke's father had drastic effects on the series. Michael Kaminski argues in his book that it is unlikely that the plot point had ever seriously been considered or even conceived of before 1978, and that the first film was clearly operating under an alternate storyline where Vader was separate from Luke's father;[35] there is not a single reference to this plot point before 1978. After writing the second and third drafts of Empire Strikes Back in which the point was introduced, Lucas reviewed the new backstory he had created: Anakin Skywalker was Ben Kenobi's brilliant student and had a child named Luke, but was swayed to the dark side by Emperor Palpatine (who became a Sith and not simply a politician). Anakin battled Ben Kenobi on the site of a volcano and was wounded, but then resurrected as Darth Vader. Meanwhile Kenobi hid Luke on Tatooine while the Republic became the Empire and Vader systematically hunted down and killed the Jedi.[36]





Image of the original trilogy DVD collection on the top and the prequel trilogy DVD collection on the bottom.

With this new backstory in place, Lucas decided that the series would be a trilogy, changing Empire Strikes Back from Episode II to Episode V in the next draft.[34] Lawrence Kasdan, who had just completed writing Raiders of the Lost Ark, was then hired to write the next drafts, and was given additional input from director Irvin Kershner. Kasdan, Kershner, and producer Gary Kurtz saw the film as a more serious and adult film, which was helped by the new, darker storyline, and developed the series from the light adventure roots of the first film.[37]

By the time he began writing Episode VI in 1981 (then titled Revenge of the Jedi), much had changed. Making Empire Strikes Back was stressful and costly, and Lucas' personal life was disintegrating. Burned out and not wanting to make any more Star Wars films, he vowed that he was done with the series in a May 1983 interview with Time magazine. Lucas' 1981 rough drafts had Darth Vader competing with the Emperor for possession of Luke—and in the second script, the "revised rough draft", Vader became a sympathetic character. Lawrence Kasdan was hired to take over once again and, in these final drafts, Vader was explicitly redeemed and finally unmasked. This change in character would provide a springboard to the "Tragedy of Darth Vader" storyline that underlies the prequels.[38]

Prequel trilogy

After losing much of his fortune in a divorce settlement in 1987, Lucas had no desire to return to Star Wars, and had unofficially canceled his sequel trilogy by the time of Return of the Jedi.[39] Nevertheless, the prequels, which were quite developed at this point, continued to fascinate him. After Star Wars became popular once again, in the wake of Dark Horse's comic book line and Timothy Zahn's trilogy of novels, Lucas saw that there was still a large audience. His children were older, and with the explosion of CGI technology he was now considering returning to directing.[40] By 1993 it was announced, in Variety among other sources, that he would be making the prequels. He began outlining the story, now indicating the series would be a tragic one examining Anakin Skywalker's fall to the dark side. Lucas also began to change how the prequels would exist relative to the originals; at first they were supposed to be a "filling-in" of history tangential to the originals, but now he saw that they could form the beginning of one long story that started with Anakin's childhood and ended with his death. This was the final step towards turning the film series into a "Saga".[41]

In 1994, Lucas began writing the first screenplay titled Episode I: The Beginning. Following the release of that film, Lucas announced that he would also be directing the next two, and began working on Episode II at that time.[42] The first draft of Episode II was completed just weeks before principal photography, and Lucas hired Jonathan Hales, a writer from The Young Indiana Jones Chronicles, to polish it.[43] Unsure of a title, Lucas had jokingly called the film "Jar Jar's Great Adventure."[44] In writing The Empire Strikes Back, Lucas initially decided that Lando Calrissian was a clone and came from a planet of clones which caused the "Clone Wars" mentioned by Obi-Wan Kenobi in A New Hope;[45][46] he later came up with an alternate concept of an army of clone shocktroopers from a remote planet which attacked the Republic and were repelled by the Jedi.[47] The basic elements of that backstory became the plot basis for Episode II, with the new wrinkle added that Palpatine secretly orchestrated the crisis.[5]

Lucas began working on Episode III before Attack of the Clones was released, offering concept artists that the film would open with a montage of seven Clone War battles.[48] As he reviewed the storyline that summer, however, he says he radically re-organized the plot.[49] Michael Kaminski, in The Secret History of Star Wars, offers evidence that issues in Anakin's fall to the dark side prompted Lucas to make massive story changes, first revising the opening sequence to have Palpatine kidnapped and his apprentice, Count Dooku, murdered by Anakin as the first act in the latter's turn towards the dark side.[50] After principal photography was complete in 2003, Lucas made even more massive changes in Anakin's character, re-writing his entire turn to the dark side; he would now turn primarily in a quest to save Padmé's life, rather than the previous version in which that reason was one of several, including that he genuinely believed that the Jedi were evil and plotting to take over the Republic. This fundamental re-write was accomplished both through editing the principal footage, and new and revised scenes filmed during pick-ups in 2004.[51]

Lucas often exaggerated the amount of material he wrote for the series; much of it stemmed from the post–1978 period when the series grew into a phenomenon. Michael Kaminski explained that these exaggerations were both a publicity and security measure. Kaminski rationalized that since the series' story radically changed throughout the years, it was always Lucas' intention to change the original story retroactively because audiences would only view the material from his perspective.[6][52] When congratulating the producers of the TV series Lost in 2010, Lucas himself jokingly admitted, "when Star Wars first came out, I didn't know where it was going either. The trick is to pretend you've planned the whole thing out in advance. Throw in some father issues and references to other stories – let's call them homages – and you've got a series".[53]

Sequel trilogy


The sequel trilogy was a reportedly planned trilogy of films (Episodes VII, VIII and IX) by Lucasfilm as a sequel to the original Star Wars trilogy (Episodes IV, V and VI) released between 1977 and 1983.[54] While the similarly discussed Star Wars prequel trilogy (Episodes I, II and III) was ultimately released between 1999 and 2005, Lucasfilm and George Lucas have for many years denied plans of making a sequel trilogy, insisting that Star Wars is meant to be a six-part series.[55][56] In May 2008, speaking about the upcoming Star Wars: The Clone Wars, Lucas maintained his status on the sequel trilogy:

"I get asked all the time, 'What happens after Return of the Jedi?,' and there really is no answer for that. The movies were the story of Anakin Skywalker and Luke Skywalker, and when Luke saves the galaxy and redeems his father, that's where that story ends."[57]

In January 2012, Lucas announced that he would step away from blockbuster films and instead produce smaller art-house films. In an interview regarding whether or not the scrutiny he received from the prequel trilogy and the alterations made on the original trilogy were a factor on his retirement, Lucas stated:

"Why would I make any more,... when everybody yells at you all the time and says what a terrible person you are?"[58]

Future releases

At a ShoWest convention in 2005, Lucas demonstrated new technology and stated that he planned to release the six films in a new 3-D film format, beginning with A New Hope in 2007.[59] However, by January 2007, Lucasfilm stated on StarWars.com that "there are no definitive plans or dates for releasing the Star Wars saga in 3-D." At Celebration Europe in July 2007, Rick McCallum confirmed that Lucasfilm is "planning to take all six films and turn them into 3-D," but they are "waiting for the companies out there that are developing this technology to bring it down to a cost level that makes it worthwhile for everybody".[60] In July 2008, Jeffrey Katzenberg, the CEO of DreamWorks Animation, revealed that Lucas plans to redo all six of the movies in 3D.[61] In late September 2010, it was announced that The Phantom Menace would be theatrically re-released in 3-D on February 10, 2012.[62][63] All six films would be re-released in order, with the 3-D conversion process taking at least a year to complete per film.[64]

Expanded Universe


The term Expanded Universe (EU) is an umbrella term for officially licensed Star Wars material outside of the six feature films. The material expands the stories told in the films, taking place anywhere from 25,000 years before The Phantom Menace to 140 years after Return of the Jedi. The first Expanded Universe story appeared in Marvel Comics' Star Wars #7 in January 1978 (the first six issues of the series having been an adaptation of the film), followed quickly by Alan Dean Foster's novel Splinter of the Mind's Eye the following month.[93]

George Lucas retains artistic control over the Star Wars universe. For example, the death of central characters and similar changes in the status quo must first pass his screening before authors are given the go-ahead. In addition, Lucasfilm Licensing devotes efforts to ensure continuity between the works of various authors across companies.[94] Elements of the Expanded Universe have been adopted by Lucas for use in the films, such as the name of capital planet Coruscant, which first appeared in Timothy Zahn's novel Heir to the Empire before being used in The Phantom Menace. Additionally, Lucas so liked the character Aayla Secura, who was introduced in Dark Horse Comics' Star Wars series, that he included her as a character in Attack of the Clones.[95]

Lucas has played a large role in the production of various television projects, usually serving as storywriter or executive producer.[96] Star Wars has had numerous radio adaptations. A radio adaptation of A New Hope was first broadcast on National Public Radio in 1981. The adaptation was written by science fiction author Brian Daley and directed by John Madden. It was followed by adaptations of The Empire Strikes Back in 1983 and Return of the Jedi in 1996. The adaptations included background material created by Lucas but not used in the films. Mark Hamill, Anthony Daniels, and Billy Dee Williams reprised their roles as Luke Skywalker, C-3PO, and Lando Calrissian, respectively, except in Return of the Jedi in which Luke was played by Joshua Fardon and Lando by Arye Gross. The series also used John Williams' original score from the films and Ben Burtt's original sound designs.[97]

Other films

In addition to the two trilogies and The Clone Wars film, several other authorized films have been produced:


Animated series

Following the success of the Star Wars films and their subsequent merchandising, several animated television series have been created for the younger fan base:


Literature


Star Wars-based fiction predates the release of the first film, with the 1976 novelization of Star Wars (ghost-written by Alan Dean Foster and credited to Lucas). Foster's 1978 novel, Splinter of the Mind's Eye, was the first Expanded Universe work to be released. In addition to filling in the time between A New Hope and The Empire Strikes Back, this additional content greatly expanded the Star Wars timeline before and after the film series. Star Wars fiction flourished during the time of the original trilogy (1977–1983) but slowed to a trickle afterwards. In 1992, however, Timothy Zahn's Thrawn trilogy debuted, sparking a new interest in the Star Wars universe. Since then, several hundred tie-in novels have been published by Bantam and Del Rey. A similar resurgence in the Expanded Universe occurred in 1996 with the Steve Perry novel Shadows of the Empire, set in between The Empire Strikes Back and Return of the Jedi, and accompanying video game and comic book series.[99]

LucasBooks radically changed the face of the Star Wars universe with the introduction of the New Jedi Order series, which takes place some 20 years after Return of the Jedi and stars a host of new characters alongside series originals. For younger audiences, three series have been introduced. The Jedi Apprentice series follows the adventures of Qui-Gon Jinn and his apprentice Obi-Wan Kenobi prior to The Phantom Menace. The Jedi Quest series follows the adventures of Obi-Wan and his apprentice Anakin Skywalker in between The Phantom Menace and Attack of the Clones. The Last of the Jedi series follows the adventures of Obi-Wan and another surviving Jedi almost immediately following Revenge of the Sith.

Marvel Comics published Star Wars comic book series and adaptations from 1977 to 1986. A wide variety of creators worked on this series, including Roy Thomas, Archie Goodwin, Howard Chaykin, Al Williamson, Carmine Infantino, Gene Day, Walt Simonson, Michael Golden, Chris Claremont, Whilce Portacio, Jo Duffy, and Ron Frenz. The Los Angeles Times Syndicate published a Star Wars newspaper strip by Russ Manning, Goodwin and Williamson[100][101] with Goodwin writing under a pseudonym. In the late 1980s, Marvel announced it would publish a new Star Wars comic by Tom Veitch and Cam Kennedy. However, in December 1991, Dark Horse Comics acquired the Star Wars license and used it to launch a number of ambitious sequels to the original trilogy instead, including the popular Dark Empire stories.[102] They have since gone on to publish a large number of original adventures set in the Star Wars universe. There have also been parody comics, including Tag and Bink.[103]

Games


Since 1982, dozens of video games have been published bearing the Star Wars name, beginning with Star Wars: The Empire Strikes Back published for the Atari 2600 by Parker Brothers. Since then, Star Wars has opened the way to a myriad of space-flight simulation games, first-person shooter games, roleplaying games, RTS games, and others. Two different official tabletop role-playing games have been developed for the Star Wars universe: a version by West End Games in the 1980s and 1990s, and one by Wizards of the Coast in the 2000s. The best-selling games so far are the Lego Star Wars and the Battlefront series, with 12 million and 10 million units respectively.[104][105] Star Wars: Knights of the Old Republic is also an extremely well known game.[106]

The most recently released games are Lego Star Wars: The Complete Saga, Lego Star Wars III: The Clone Wars, Star Wars: The Force Unleashed and Star Wars: The Force Unleashed II, for the PS3, PSP, PS2, Xbox 360, Nintendo DS and Wii. While The Complete Saga focuses on all six episodes of the series, The Force Unleashed, of the same name of the multimedia project which it is a part of, takes place in the largely unexplored time period between Revenge of the Sith and A New Hope and casts players as Darth Vader's "secret apprentice" hunting down the remaining Jedi. The game features a new game engine, and was released on September 16, 2008 in the United States.[107][108] There are three more titles based on the Clone Wars which were released for the Nintendo DS (Star Wars: The Clone Wars – Jedi Alliance) and Wii (Star Wars: The Clone Wars – Lightsaber Duels and Star Wars: The Clone Wars - Republic Heroes).

Star Wars trading cards have been published since the first 'blue' series, by Topps, in 1977.[109] Dozens of series have been produced, with Topps being the licensed creator in the United States. Some of the card series are of film stills, while others are original art. Many of the cards have become highly collectible with some very rare "promos", such as the 1993 Galaxy Series II "floating Yoda" P3 card often commanding US$1000 or more. While most "base" or "common card" sets are plentiful, many "insert" or "chase cards" are very rare.[110]

The board game Risk has been adapted to the series in two editions by Hasbro: Risk Star Wars: The Original Trilogy Edition[111] (2006) and Risk Star Wars: Clone Wars Edition[112] (2005).

Fan works

Main article: Star Wars fan films

The Star Wars saga has inspired many fans to create their own non-canon material set in the Star Wars galaxy. In recent years, this has ranged from writing fan-fiction to creating fan films. In 2002, Lucasfilm sponsored the first annual Official Star Wars Fan Film Awards, officially recognizing filmmakers and the genre. Because of concerns over potential copyright and trademark issues, however, the contest was initially open only to parodies, mockumentaries, and documentaries. Fan-fiction films set in the Star Wars universe were originally ineligible, but in 2007 Lucasfilm changed the submission standards to allow in-universe fiction entries.[113]

While many fan films have used elements from the licensed Expanded Universe to tell their story, they are not considered an official part of the Star Wars canon. However, the lead character from the Pink Five series was incorporated into Timothy Zahn's 2007 novel Allegiance, marking the first time a fan-created Star Wars character has ever crossed into the official canon.[114] Lucasfilm, for the most part, has allowed but not endorsed the creation of these derivative fan-fiction works, so long as no such work attempts to make a profit from or tarnish the Star Wars franchise in any way.[115]

Attractions

In 1986, George Lucas established a partnership with the Walt Disney Company and its Walt Disney Imagineering division to create Star Tours, an attraction that opened at Disneyland in 1987. The attraction also had subsequent incarnations at other Disney Parks worldwide, with the exception of Hong Kong Disneyland.

The attractions at Disneyland and Disney's Hollywood Studios closed on July 27, 2010 and September 7, 2010 respectively, in order to allow the rides to be converted into Star Tours: The Adventures Continue. The successor attraction opened at Disney's Hollywood Studios on May 20, 2011 and June 3, at Disneyland.

The Jedi Training Academy is a live show where children are selected to learn the teachings of the Jedi Knights and the Force in order to become Padawan learners. The show is present at the Rebels stage at Disney's Hollywood Studios and at the Tomorrowland Terrace at Disneyland.

The Walt Disney World Resort's Disney's Hollywood Studios park hosts an annual festival, Star Wars Weekends during specific dates from May to June. The event began in 1997.

Legacy


The Star Wars saga has had a significant impact on modern American pop culture. Both the films and characters have been parodied in numerous films and television.


When Ronald Reagan proposed the Strategic Defense Initiative (SDI), a system of lasers and missiles meant to intercept incoming ICBMs, the plan was quickly labeled "Star Wars," implying that it was science fiction and linking it to Ronald Reagan's acting career. According to Frances FitzGerald, Reagan was annoyed by this, but Assistant Secretary of Defense Richard Perle told colleagues that he "thought the name was not so bad."; "'Why not?' he said. 'It's a good movie. Besides, the good guys won.'"[123] This gained further resonance when Reagan described the Soviet Union as an "evil empire".