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Halo 3: Multiplayer Control Scheme

Left and right sticks: Movement and look. Just like H2.

Click left and right sticks: Crouch and zoom – just like H2, although there is a “toggle crouch” option, so that you can stay crouched until you click the stick again.

A: Jump

B: Melee attack. Note: B may also be used to activate a subtle, but nifty context-sensitive feature.

Y: Switch to next weapon.

X: Activate mysterious new feature which on the cool scale falls somewhere between “crouch” and “activate Fantanas on speed dial.”

LT: Toss grenade.

RT: Shoot weapon.

LB: Cycle grenade type (you have at least three types of grenade now, so they must be cycled rather than switched).

RB: Pick up weapon/activate stuff/reload/use turrets and so on.

Note: If you hold LB while standing over a dual wieldable weapon, you’ll pick it up in your left hand – a huge improvement over the “Y” button in Halo 2. This doesn’t affect grenade cycling, because you can still tap LB to cycle grenades, but you can’t toss ‘em while dual wielding anyway. So it’s moot. After about ten minutes of play, it feels incredibly natural, with the lone downside that you have trouble adjusting when you go back to Halo 2. But more vitally, LB reloads the weapon in your left hand, individually when you’re dual-wielding.

BACK: Calls up the Multiplayer “player menu” – where you can mute jerks, see gamer data and so on. The back button is useful, but tough to press in really hectic action, since it’s so close to the Guide button.

START: Pause menu (which is translucent so you can adjust controls without losing track of what’s on screen) and one or two other significant goodies we haven’t revealed yet. From here you can also end or quit a game, naturally.

D-PAD: Used for sweet circular fighting game moves. No wait, my bad - it is currently used to activate team chat, but that’s very provisional. This is being given a lot of care and attention and is tied to other matters, such as your default settings and how team chat and proximity voice work. You’d be amazed how much testing and thought goes into this stuff.


And again, we stress. This stuff is not final. It could all change at any time. But that's a pretty good bunch of stuff to expect in the Beta.

Fable 2: The World and the new engine

During the past month the web teams at Lionhead Studios and Microsoft Game Studios have spent their time in meeting rooms, planning and preparing for the later half of the year. We are currently planning some drastic changes to all our websites and web services, obviously all for the better. It’s definitely going to be an improvement.

I spent a day sitting in with a High Level Fable 2 meeting where some big issues were discussed. The fighting, the back-story, the GUI (graphical user interface), Albion and the Bloodline, more milestones and how they were going to tackle the thousands and thousands of animations that are required (again, you don’t want to see Dene Carter in Lycra) were all high on the agenda. Oh yes, and nipples. Nothing we’ll be talking about in detail in this update, but just so you know there are a lot of things happening in the background at Lionhead Studios!

Luckily I also got to spend some time with the team members who are in the midst of designing and building the world. Role Playing Games come in many different sorts and shapes and I don’t think I need to explain to you what these are. It’s been mentioned on quite a few occasions that the world in which Fable 2 takes place, just has to be beautiful. And it has to be big. And at the very same time also be very interesting. And be lush or sinister! And leave room for exploration and most importantly, we want it to be unique.

RPG’s still having a tendency to be set in the tested (and admittedly, successful) “Dungeons & Dragons” theme, but with Fable 2 you know you are getting something different. Fable and Fable 2 are set in Albion, which has no direct relation with Albion as in Great Britain of the ancient times, though we are inspired by merry ol' England. This is a fictional world, in which we get to do whatever we want. It’s something that, during the days of the original Fable, was clear from the beginning and many gamers seemed to enjoy this new and fresh feeling. So we’re sticking to our approach and this time we’re making it bigger. And hopefully better!

The technical brains at Lionhead Studios are the ones who are responsible for making sure all the tools are in place to achieve this, since without the proper technical backing things would simply be impossible. The level designers then go out and build the world; I met up with Charlton Edwards who is one of the level designer on Fable 2. He explains; “What I do is help build the world of Albion, aided by SketchUp King Mike Green and Level Design Lead, Iain Wright. That includes placing important gameplay features, prettying the world up to a degree (ready for the artists at a later date), placing creatures, lights, particles emitters and, well, everything basically apart from scripts.” This might sound easy and a quite basic thing, but after having spent several hours with Charlton I can tell you all that is a pretty complex process!

Dene Carter created 2D sketches of most of the areas that are used in Fable 2. Charlton then went off, using the Fable: The Lost Chapters engine, to turn those sketches into a “real” world in which you could walk around. The aim of this process was to get a complete feel of what it will eventually look like, while the technical guys were working on the tools and the brand new Fable 2 engine itself. It took Charlton about 2 – 3 days to create every area this way. The team could then walk around in the world and review each area and make the required changes instead of working with an engine that isn’t finished yet or designing all the levels on paper without a real feel of the final result. This “template world” allowed the design team to get a really good feel for the game and improve all areas even before being able to test them in the Fable 2 engine. Once all of this was done and the programmers and coders finished their initial work everything was transferred to the new Fable 2 engine, including the height fields which are so all-important. Don’t ask me why they’re that important, as I’m not completely familiar with all this vocabulary but Charlton mentioned it on more then just once occasion.

The world definitely is much bigger and it also feels better,” Charlton explains, “There are more things to do within each area and we absolutely have to make them interesting and absorbing. Too many times have I spent playing RPG’s set in vast barren wastelands. Fable 2 retains the Fable 1 organic, intimate feel, while giving players tons to explore and discover. We are really trying to pack the world with exploration, interaction and secrets.

Being able to use the new Fable 2 engine is obviously a welcome position to be in, but it doesn’t stop there. The artists have to create all the 3D models for the buildings, items, characters etc… it takes a while to create these things, especially now that we’re in a real next-generation where the requirements are so much bigger and the stakes are so much higher. For that reason the world designers are using SketchUp software to create placeholder assets, these assets are always white and look plain and boring, but considering they are all the correct dimensions, the artists are able to use that information to create the final assets. They can run freely with their creativity and really focus on what’s important; which is getting that Fable-feel which everyone is so familiar with. Once this is done the designers can easily import them in the world editor and replace the placeholder assets with the final assets. According to Charlton this “White Boxing” as it’s often referred to internally, works really well and the team are actually able to get ahead of schedule. “It’s actually like a 3D concept drawing for the artists to run with and create some truly stunning assets.

One of the areas Charlton showed me was [CENSORwood], only one of the many areas in Fable 2. For those of you, who played Fable 1, think of all the Greatwood regions, add them together and you come close to the size of [CENSORwood], and mind you this is only one region! Since we are planning to allow players to leap off cliffs for example, we have to be extra cautious with the design, as every effort has to be made to make sure that players don’t get stuck.

There was so much more that Charlton told me, things he explained or ideas he suggested. Since we don’t want to reveal anything too early, we’ll just say that, at this point, our tape recorder ran out of tape…  www.lionhead.com

Ross and Rachel, Love Story



Ross had been in love with Rachel since the ninth grade. His love for her is put on hold for a few years (y'know, being married to Carole!) but in the Pilot episode she runs into Central Perk and he falls in love again. During the first season, he tries to tell her how he feels, but Ex-fioncees and Italien guys get in the way. In the season finale, Chandler lets slip that he was in love with her while Ross was in China, and Rachel decides to give the Relationship a go. However, there is a surprise waiting for her at the gate. It's Ross with his new girlfriend Julie. Rachel fights with her feelings for a couple of weeks, but one night, on a date she gets totally drunk and leaves a message on Ross' answerphone saying that she was over him. The next day Ross comes over having spent the night at Julie's and checks his messages from their phone. Rachel realises what she's said and jumps onto Ross to prevent him from hearing. But he has already heard. That night they have a big argument but they finally kiss! All ends well until Ross has to choose between Rachel and Julie. So he makes a list, noting their good and bad points, and decides to break up with Julie. But Rachel has seen the list and she's not happy. In the next few episodes Ross tries to get Rachel back by acting like a complete dork. Rachels heart softens when she sees an old prom video that changes her mind and she goes and kisses Ross. They are together FINALLY!

My top games for all console

All Games
1: Shenmue (All)
2: Fable
3: Halo (All)
4: Grand Theft Auto (All)
5: Phantasy Star Online

DreamCast
1: Shenmue
2: Phantasy Star Online
3: Soul Calibur
4: Metropolis Street Racer
5: Dead or Alive 2
6: AeroWings 2: Air Strike
7: Sonic Adventure
8: Resident Evil Code: Veronica
9: Quake III Arena
10: Jet Grind Radio

Play Station 2
1: Gran Turismo 3: A-Spec
2: Grand Theft Auto: San Andreas
3: Metal Gear Solid 3
4: Final Fantasy X
5: Okami
6: Devil May Cry 3
7: Yakuza
8: Onimusha: Dawn of Dreams
9: Virtua Fighter 4: Evolution
10: Final Fantasy XII

GameCube
1: Pikmin
2: Metroid Prime
3: Resident Evil 4
4: The Legend of Zelda: The Wind Waker
5: Paper Mario: The Thousand-Year Door
6: Super Smash Bros Melee
7: Luigi's Mansion
8: Animal Crossing
9: Tales of Symphonia
10: Sonic Adventure 2 Battle

XBOX
1: Halo 2
2: Fable
3: Shenmue 2
4: Grand Theft Auto: San Andreas
5: Project Gotham Racing 2
6: Dead or Alive 3
7: Ninja Gaiden Black
8: The Chronicles of Riddick
9: Phantasy Star Online
10: Peter Jackson's King Kong

XBOX 360
1: Gears of Wars
2: Saints Row
3: Dead Rising
4: The Elder Scrolls IV: Oblivion
5: Project Gotham Racing 3
6: Dead or Alive 4
7: Kameo: Elements of Power
8: Viva Pinata
9: Enchanted Arms
10: Condemned: Criminal Origins

Black Eyed Peas It is my Love

Black Eyed Peas Want To Shoot A Kung-Fu Breakdancing Movie Short film for 'Pump It' was envisioned during a bullet-train trip in Japan Looking back at the day he wrote "My Humps," Will.I.Am remembers one of the most musically challenging times of his career. "It was real intricate, a lot of horns, like, 'No, no, no, instead of going to B flat, go to A minor,' " he recalled. But all that fussing was for a different song, "Lovely People," for Earth, Wind and Fire's new album. He wrote "My Humps" during a five-minute break. "You've got, like, a real idiotic approach to music, and then you've got the sophisticated all happening in the same six hours," he said, laughing. Idiotic or not, "My Humps" is a smash that's suddenly redefined "humps" and "lovely little lumps" as part of the human anatomy. Fittingly, the song stemmed from a conversation Will was having with a friend when a beautiful woman walked by. When the rapper asked, "Whatcha gonna do with all that junk," his friend replied, "You should turn that into a song." He got a second opinion when he crossed paths with the woman again and stopped her.