StreamMyGame : Play Crysis with SIXAXIS on PS3

StreamMyGame has now enabled support for the Sixaxis controller on the PS3.  So now you can play all your favorite PC titles on your PS3 with the controller you want to use!  This technology is really making headway and making improvement after improvement to give you full control over how you play and where you play it.  Besides the support for streaming from your local PC, they’ve now added support to stream from remote PC’s and servers.  Full press release below:

 

Streaming software by StreamMyGame, that enables the latest PC games to be played on the PlayStation 3, now enables you to play PC games with your SIXAXIS controller.

The new StreamMyGame PlayStation 3 player includes a USB and Bluetooth pairing tool that enables the SIXAXIS to be used via cable or wirelessly.

 

“Both our new StreamMyGame PS3 player and the Bluetooth tool install automatically, just download and double click” said Richard Faria, StreamMyGames CEO. “In addition to streaming games from your local PC, the new player enables games to be streamed from remote PCs or PC servers housed in ISP exchanges”.

 

Also included is a new configuration tool enabling gamers to map each SIXAXIS button and thumb controller to a different keyboard key and mouse axis so gamers can create map settings that suit their preferred gameplay.

 

“The new player works with Yellow Dog Linux Version 6 which is now really easy to install and recommended by Sony,” said Richard. “We have included full details on our website of where to download YDL6, how to record it to DVD and how to install it”.

 

Watch Crysis on the PS3 with SIXAXIS. Includes installation and configuration. 
http://www.youtube.com/watch?v=sUXVnpgEqZQ

 

“The ability to use the SIXAXIS to play PC games on the PS3 enables our PS3 customers to use a gaming control they are already familiar with and the flexibility to play games the way they want,” said Richard.

 

 



MechWarrior MMO

Jordan Weisman, the founder of FASA Corporation and creator of the MechWarrior franchise has reacquired the license for MechWarrior back from Microsoft along with a few other properties previously in the FASA catalog.  He has taken his newly reacquired franchises back and launched a new game company to boot, Smith and Tinker.  While he hasn’t made official any news as for what he’s planning to do with MechWarrior and any of the other franchises, his new company is geared toward developing internet based games tied to offline products.  Does that mean an MMO?  Who knows, but it’s fun to imagine what it would be like.

 

Obviously a MechWarrior based MMO would be ultra cool but what would it really be like?  I guess the first question would be what would the combat be like?  Most traditional MMO’s are skill based games like World of Warcraft or Age of Conan, but there are good examples of games that are twitch based which have worked well like World War II Online or Planetside.  After playing the MechWarrior single player FPS style games I can’t imagine it being anything other than twitch combat.  But does that mean no skills to level?

 

Not necessarily.  There are always room to give players that oh so familiar feel of other MMOG’s.  The Mech’s you pilot for example, it’s possible to unlock other classes of Mech as you advance, being a good example of putting skills into the game.  Or perhaps abilities or addons like jumpjets or more advanced components. 

 

That could definitely lead to potential problems with higher level characters out classing lower level character just based on equipment, but in a twitch based system the lower level guys still have a chance to win in a fight, especially if several team up to take down a more advanced player.  In a system like a FPS - how long you’ve been playing or how high your level is has no impact on whether or not a newbie can land a hit on a high level target.  It would just effect what that newbie is hitting with - and you can bet even the lower level weapons will hurt.

 

But you can’t just have nothing but massive scale combat in an MMO, there has to be more.  Otherwise there is no point in making it an MMO is there?  Then it’s just another FPS.  If you include non-combat roles it adds even further to the skill based system that so many fans of MMO’s are used to.  You could have merchants or traders, scavengers or salvagers to go over the wreckage of fallen mechs to see if there is anything of value (like the MechWarrior 4: Mercenaries feature), engineers and mechanics to fix the mechs and other equipment.  Then the crafter roles which will be the ones building replacement mechs and weapons - along with any other items that will be available in the game.

 

To have a nice flowing economy and to keep things fresh and mix things up in the game - mechs should be permanently destroyable.  Mechs that are damaged bad enough to be inoperable on the battlefield but aren’t permanently destroyed should be able to be salvaged by the victor team or whoever happens along the wreckage.  Players who do nothing but fight in the game and have no means of income would obviously need a way to make money.  There are ways to do that.  If you wanted to do it right, you could institute an actual mercenary system where players could rent out their services for a paycheck.  If you wanted to go the easier route, you could just award a certain amount of money for every enemy the player kills.  Or obviously they could make money running missions (quests). 

 

What if a player runs out of money and loses their ride?  Well - we could be really mean and make them go learn another trade.  Or we could have a starter mech that is always repairable for them to start over with.  Maybe just a light scout class mech like the Raven or something in that class.  Single small laser and a light chassis - now go run missions!  Heh, there are lots of ways to do it.  But my point of this whole article is that if there ever was a MechWarrior MMO - it should revolve around two key things.  Combat and money.

Warhammer Online: RVR and Siege Gameplay Video

 

Mythic Entertainment released a video today showing off what some of the Realm vs Realm and Siege warfare action is going to look like in WAR.  Just based on the scale of the combat and the amount of different things going on in the video - keeping things running smoothly performance wise is going to be a big challenge for Mythic.

 

Not to mention the system specs, that video looks like a partical effect fest.  Just about every class has some cool glowy thing going on with beams of this and bursts of that shooting out of just about every orafice on the screen.  Don’t get me wrong, looks bad ass but damn what kind of system are we going to need to run this?  Is it in the ballpark of an AoC capable system or somewhere between AoC and WoW?  My guess is it’s in the AoC or better range, which sucks because that means I’m going to need to buy an all new rig.

 

On the flip side, some of the cools things I noticed in the video that I wasn’t to sure about.  It seemed that the players up on top of the keep firing down had a very long range.  I remember reading about this in AoC, giving players elevated a range bonus but I wasn’t aware the WAR was taking the same approach, which I would rate in the plus category (unless I’m attacking lol).  This game is definitely going to have me buying new equipment though, I’m just waiting for official word on system requirements before I do.

 

Any beta testers out there want to let us know what they are running it on?  I know, I know…NDA.  I guess you wouldn’t have to tell us how it runs on your system per say….just don’t comment if it runs like crap.  Problem solved. 

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