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Minggu, 20 Maret 2011

Pro Evolution Soccer 2011



If game development were anything like football management, then Shingo 'Seabass' Takatsuka, the Executive Producer of Konami's PES series, would be in serious danger of losing his job this season. A run of bad form over the past few years has been reflected in dwindling review scores and game sales for the once undisputable pinnacle of footie gaming. Thankfully though, game development isn't like football management. Seabass remains in charge of the PES team instead of handing in his resignation and making jaded statements to the press about how this is a 'results based business'. With this more reasonable tenure, he's been able to return PES to the top level of footie gaming and form a line-up that can be competitive in Europe once again.

Not since Harry Redknapp took charge of Tottenham in 2008 has there been seen such a swift reversal of fortunes in the world of football. PES 2011 shows huge improvements across the board from single-player to online multiplayer, modes to presentation, and graphics to gameplay. This is at long last a PES game that sits comfortably on current-gen machines. It's a year for the series where the empty promises of previous iterations have finally come to fruition and PES' identity crises of the last few years now appears to have at least been partially righted. Finally you get the sense that this is the classic fun of PES that's been brought up to date with many of the bells and whistles demanded by the modern [video] game.

The 360-degree dribbling controls, which were promised in last year's game but ultimately came out feeling like the same old 8-way directional controls, now appear to be running smoothly in PES 2011. While we still doubt whether there are actually 360 fine increments of control in the game, the number of channels that players can run through and the finesse of their movement between them has undeniably taken a huge stride forward. A second '360-degree' piece of marketing spiel has joined dribbling this year as Konami has been using the same term to refer to PES' revamped passing controls. Again, 360-degrees of control seems a little over exaggerated but there's no doubting the improvements that this feature brings to the game.

Essentially a system that bridges the gap between automatic and manual passing, this 360-degree Passing Ratio effectively brings an end to the days of shouting 'No, not to him!' at your TV as a pass picks out a marked team mate rather than the in-on-goal striker next to him that you intended. It's the default system for passing in PES 2011 (fully manual passes can still be made with specific button combinations) and it brings both the direction and weight of a pass under much tighter control. Passes now go directly where you're aiming them on the analogue stick rather than to the feet of a player in that vague area, while there's also a wider variation of power in the passes depending on how much you charge the pass button. It's not fully manual by any means as nearby players will still 'lock-on' to passes in their direction, but the new system does bring a welcome end to the days of pinballing the ball around with an uninteresting level of ease.

So the mechanics of PES are much improved this year, which is also exemplified by improvements in the jostling system. Although still embryonic in parts, the system now boasts a wider array of more convincing animations as player's fight for possession, making for a more well-rounded game experience. This is likewise the case with improved AI, particularly along the defensive line that now forms a more solid offside trap and avoids the tendency of bunching in the box, which used to open up huge cavities of space for attackers to exploit. At times these defenders can be a little too rigorously drilled if we're honest - we've seen occasions where three of them have lined up in unison along the goal line to back-up a downed keeper - but the AI is still many times more convincing in this area than it was previously.

Away from the pitch, improvements to PES' Master League and Become A Legend modes are instantly noticeable. We particularly liked the changing room cut-scenes before and after each Become A Legend match where your manager gives team talks and praises your good performance or gives you a dressing down for not doing what he asked. Specific tasks like 'attack their left wing' or 'play a possession game' make good use of match stats and the feedback from your manager tends to reflect your on-field performance accurately. Of course, being PES it's not without its whimsical text that's been somewhat lost in translation (we particularly liked being told not to go forward too quickly but also be wary of staying back too much as well - presumably we should also try and score some goals to?), but the new additions to Become A Legend are solid for the most part.

The standard Master League mode benefits from more production sheen all-round that at least presents the illusion of greater depth, but it's undeniably the online component that adds the most substantive new content. While Master League Online operates separately from the offline mode, the concept is largely the same. You start with the mode's trademark bunch of low stat reprobates (Espinsas, Ivanov, and alike...) and the aim is to get additional funds by winning online matches and tournaments. This can then be spent on players that exist on a transfer market which varies according to online demand. If everybody buys Messi for their team then he'll become a higher valued player and vice-versa. It's original features like this that PES should be pioneering and the series seemed to lose its way in this regard over the last few years, so thankfully Master League Online is a step in the right direction.

PES 2011 is still far from perfect though. On the field, penalties remain the dark art that they were last year. Konami really should just bring back the classic controls to be honest. Throw-ins seem to have taken on a life of their own as well - getting the aiming right is now a cause of much consternation. On the upside of all this though, at least tricks and feints have recovered from the multitude of problems that plagued them over the last couple of years, what with the auto-trick feature of PES 2009 and general malaise surrounding last year's attempt to readdress the issue. Konami has now decided to implement a very similar system to FIFA where tricks are performed by gestures on the right thumbstick while holding down the left trigger button. It may not be the classic PES style of well-timed button presses, almost akin to an arcade fighting game, but at least it makes more sense now.

Speaking of the game's arcade nature, it's hardly been dialled down this year. Late challenges, no matter how horrific, often go unpunished without even so much as the referee signalling advantage. The pace is still very fast, although the new passing system admittedly dials it down a bit. Thankfully however, the JRPG-style Card system from PES 2010 has been dispensed with. Replacing it in the formation settings menu (or should we say 'Game Plan') is a Management Edit function which allows you to tailor team strategies to specific periods in a game depending on whether you're behind, in front, or drawing. It's a bit woolly if we're honest but, then again, if you're into that kind of strategic depth (and many PES fans evidently are) then you'll no doubt find some appeal in the feature.

PES' visuals are certainly starting to gather pace now following last year's initial signs of recovery. During the pre-match build-up and instant replays, some of the character models are as realistic as you'll find them in any other football game. Less immediately evident improvements such as pitch textures also add to the appeal, while the motion-blur seen in the replays is a welcome touch. Things do get a bit weird though when the camera pans out and textures are dialled down. Strong outlines on the players can lead to some quite blocky appearances and almost present the quality of a poorly Photoshopped image at times. This is barely noticeable unless you're looking out for it though, a bit like Cat Deeley's skewiff nose.


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3ds Max 2011



The subdivision levels on this mesh were turned right up, but there was no noticeable slowdown in performance

This annual release of 3ds Max 2011 builds on many of the features that were new in 3ds Max 2010 and adds a significant amount of new features.

3ds Max 2011 keeps the Graphite Ribbon in the UI, which still feels a tad intrusive, but introduces a compositing app, based on Toxik, and a node-based system in the material editor. Now Max users can enjoy a more non-linear and graphical way of interacting with their materials.

The contextual nature of the Graphite Ribbon works well, but the myriad of ways to access the same function via different toolbars feels like a bit of overkill. We’d like to see Autodesk settle on one user interface system and simply refine it over subsequent releases.

New node-based features

Now there are two options for material editing – the old material editor, Compact, and Slate, the new node-based system. This is a welcome feature that starts to bring 3ds Max in line with Maya. First impressions are that it’s slightly less sophisticated than Maya’s, and the window takes up a lot of space.

However, navigating materials feels more structured and immediately visible, and less a case of trawling through input checkboxes as with Compact. Seeing 3ds Max utilising a more schematic approach to material creation/management is long overdue and a step in the right direction.

Staying with the nodes theme, the new node-based compositor, Composite, uses a similar toolset as Toxik, as it was known when bundled with Maya. Composite incorporates all the usual keying, colour correction, tracking, camera mapping, raster and vector paint, spline-based warping, motion blur and depth of field tools, as well as support for stereoscopic productions. Employing the .EXR format, it should be a powerful tool for those producing rendered animations.


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Sabtu, 19 Maret 2011

Adobe Master cs5 collection



Adobe® Creative Suite® 5 Master Collection software delivers a comprehensive toolset for designing across media. Explore exciting enhancements that include new ways to create interactive content, breakthrough performance, and integration with new Adobe CS Live online services* to boost productivity. CS Live services are complimentary for a limited time.

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3Ds Max 2011 Retail

Feature

Autodesk® 3ds Max® and Autodesk® 3ds Max® Design software provide powerful, integrated 3D modeling, animation, rendering, and compositing tools that enable artists and designers to more quickly ramp up for production. The two versions share core technology and features, but offer differentiated experiences and specialized toolsets for game developers, visual effects artists, and graphic designers on the one hand, and architects, designers, engineers, and visualization specialists on the other.


System Requirements

Operating system: Microsoft® Windows® 7 Professional operating system, Microsoft® Windows Vista® Business operating system (SP2 or higher), or Microsoft® Windows® XP Professional operating system (SP3 or higher)

For general animation and rendering (typically fewer than 1,000 objects or 100,000 polygons):

  • Intel® Pentium® 4 1.4 GHz or equivalent AMD® processor with SSE2 technology*
  • 2 GB RAM (4 GB recommended)
  • 2 GB swap space (4 GB recommended)**
  • 3 GB free hard drive space
  • Direct3D® 10 technology, Direct3D 9, or OpenGL-capable graphics card† (256 MB or higher video card memory, 1 GB or higher recommended)
  • Three-button mouse with mouse driver software
  • DVD-ROM drive††
  • Microsoft® Internet Explorer® 8.0 internet browser or higher or Mozilla® Firefox® 3.0 internet browser or higher
  • Internet connection for web downloads and Autodesk® Subscription-aware access

64-Bit 3ds Max 2012 or 3ds Max Design 2012 for Windows

3ds Max 2012 or 3ds Max Design 2012 for Macintosh

Boot Camp
You can install Autodesk 3ds Max and 3ds Max Design 2012 software on a Mac® computer on a Windows® partition. The system must use Boot Camp® application program to help manage a dual OS configuration and meet the minimum system requirements.

  • Intel®-based Mac Pro or MacBook® Pro computer¹
  • Mac® OS X 10.5.x or higher operating system
  • Boot Camp V 2.0 or higher
  • Minimum 2 GB RAM (4 GB recommended for 32-bit Windows, 8 GB or more for 64-bit Windows)
  • Minimum 20 GB disk space for Apple OS partition, minimum 20 GB for Windows OS partition

Mac Virtualization on Parallels Desktop
Autodesk 3ds Max and 3ds Max Design 2012 can be used on the Mac via Parallels Desktop® for Mac software without having to boot directly into the Windows OS so it is easy to switch between platforms. The system must meet the following requirements:

  • Intel-based Mac Pro or MacBook Pro¹
  • Mac OS X 10.5.x or higher
  • Parallels Desktop 4.0 (4.0.3844 or higher)²
  • Minimum 4 GB RAM (6 GB system memory for 32-bit Windows, 8 GB or more for 64-bit Windows recommended)
  • Minimum 40 GB available disk space (100 GB recommended)

For more details, read the 3ds Max for Mac FAQ.

¹64-bit Windows Vista requires an Intel Core® 2 Duo or Intel® Xeon® processor.
²Parallels Desktop is the only supported virtual machine software at this time.

* Autodesk 3ds Max and 3ds Max Design 2012 have been optimized to take advantage of the SSE2 extended instruction sets supported on Intel® Pentium® 4 or higher, AMD Athlon™ 64, AMD Opteron™, and AMD Phenom™ processors. Autodesk 3ds Max 2012 will not operate on computers that do not support SSE2. Several utilities are available on the Internet that report CPUID, including supported instructions sets.

** Autodesk recommends settings that allow Microsoft Windows to manage virtual memory, as needed. There should always be at least twice as much free hard disk space as system memory (RAM).

† Some features of 3ds Max and 3ds Max Design 2012 are enabled only when used with graphics hardware that supports Shader Model 3.0 (Pixel Shader and Vertex Shader 3.0). In addition, Quicksilver hardware rendering requires additional GPU resources to work effectively. A minimum of 512 MB of graphics memory should be used. A minimum of 1 GB is recommended for the most complex scenes, shaders, and lighting modes.

The integrated iray® rendering technology from mental images runs well on CPU processing alone but can be accelerated by NVIDIA GPU CUDA technology. Check to see if your graphic card is CUDA ready here:

http://www.nvidia.com/object/cuda_gpus.html

Learn more aboutgraphics hardware compatibility.

†† Autodesk 3ds Max and 3ds Max Design 2012 are available only on dual-layer DVD media (or electronic download where available). CD media is no longer available. DVD-ROM drive is not required if installing using electronic download. However, to accommodate the installation files, you will need 9 GB of hard disk space and an additional 16 GB of space for temporary files created during the installation.

Autodesk reserves the right to alter product offerings and specifications at any time without notice, and is not responsible for typographical or graphical errors that may appear on this page.

Autodesk is not responsible for errors or failures of Autodesk software arising from the installation of updates, extensions or new releases issued by third party hardware or software vendors for the qualified software or hardware identified in this document (or for any other third party software or hardware that you may use in connection with Autodesk products).


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