CoD: Ghosts
CoD: Ghosts
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We take Naughty Dog's latest graphical masterpiece for a gameplay spin to see if it handles as well as it looks and sounds. Click here for our full hands-on preview!
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Ahead of the Xbox One reveal, AusGamers had a chance to see Call of Duty: Ghosts up close and in person. We also spoke with CoD VP of product Daniel Suarez. Click here!
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We take NetherRealm's Injustice: Gods Among Us for the review spin and walk away very happy with what the MK creators have built here. Click for the review!
Post by Eorl @ 03:19pm 22/10/12 | 0 Comments
We recently caught up with PlayStation All-Stars Battle Royale game-director, Omar Kendal, to talk to him about the upcoming PlayStation exclusive brawler and grilled him on the online play functionality, but also on what it means to remain unique amidst other brawler-styled games.

"It’s called lockstep, basically, it’s: we move forward together; every step that we take is synchronized. And when there’s a bad connection, fighting games have to get slower, and slower, and slower, and slow down the action to make sure that everything is happening at the same time, and they can verify that packets are being sent simultaneously, and being received on both ends simultaneously," Omar explained in regards to latency issues in online play.

"We have some really innovative guys on our network side who said “Maybe we don’t have to do this”. We’ve got four players who are going to be playing at the same time. The Likelihood that one of the guys in that match is going to have a bad connection, and ruin that experience for everyone, is pretty high. So choosing to go down the lock-step path, would mean that we’re really increasing the odds that the experience you’re going to have could be slow and laggy, and just not feel like you’re offline experience, and we really didn’t want that."

Read on for the full interview.





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