Next-Gen.biz: Fracture is a thunderous LucasArts shooter that sets out to split the world in two, using weapons that literally break ground. Click through for the full inside story behind one of the most innovative productions in development…
YouTube’s ‘John GodGames Emus’ has shared some video showing Jurassic: The Hunted, Chaotic: Shadow Warriors and Fracture running in the latest DirectX 12 version of the best Xbox 360 emulator, Xenia. These games came only on consoles and the first two titles appear to be playable in Xenia.
"ZL: The reception was less than underwhelming. Fracture is one of those games that has already been forgotten; “terrain deformation” failed to impress gamers, the struggle between the Pacificans and the Alliance (though I’m not sure who they’re aligned with) inspired no one, everyone hated the main character and the online servers are host to nothing more than tumbleweeds."
We're well into the first week of August, and the summer's hottest days could be just ahead. There's still a debate being waged over climate change policies proposed to help curb its effects, but in some video game that debate is over and the effects of climate change lead to a bleak future. We speak to Dr. David Robinson, New Jersey State Climatologist and Professor in the Department of Geography at Rutgers University, to find out if these video games' vision of a post climate change future holds more fact or fiction.
Wow. This is an incredible read.
I will be voting up the article and the site. Thank you for submitting this!
Well written, thought provoking and intelligent. Great job to Steven Wong.
This looks incredible!!!!!!!
Finally, a good non-StarWars game from Lucas Arts after years. This a superb game, hope it gets the hype it deserves.
I have absolutely no doubts in Lucas Arts, they always produce the best of technology each gen. But, watching the first trailers I do have
a few concerns related to the physics here(since I'm a physics freak
myself):
-Apart from objects physics(ragdoll, crate etc.) the rest of the stuff
stays generic.
-When the player throws a 'ripple-grenade', stunning riples are
generated on the ground but are they only skin deep?(textures only) or
do they actually bring change into the mesh of the ground? The height
of the player and debris standing on the ground is not changed, neither
do they shake accordingly, only the resulting cone has mesh-level
change.......and this was even present in the Shadow of the Colossus on
PS2.
-The 'Ball-Grenade' always make only same-sized ball out of terrain...
I bet you could have it done in 2004's PSi-OPs.
-The 'column-Grenade' always makes similar columns, a much complex
display of physics was in PS2's Okami, where leaves on water surface
always reacted to real-time change in wind speed...
Please don't get me wrong, I just love Lucas Arts games, and I would
love to be proven wrong here...I just don't want to see the same
animations again-and-again, true physics is all about different results
in each act.