An article at CNN discusses why big screen interpretations of video games, even successful ones, often fail to succeed at the box office. Quoting: "The problem with successfully adapting video games into hit Hollywood spin-offs may lie in the way in which stories for both mediums are designed and implemented. Game makers chasing the dream of playing George Lucas or Steven Spielberg will always strive to coax human emotion and convincing drama from increasingly photorealistic virtual elements. The Hollywood machine, in its endless chase for big bucks, can't help but exploit the latest hit interactive outing, often failing to realize it's often a specific gameplay mechanic, psychological meme or technical feature that makes the title so compelling. Both sides may very well continue to look down in disdain on the work that the opposite is doing, which can doom any collaborative efforts. But where the two roads truly diverge is in the way stories are fundamentally told. Films offer a single, linear tale that's open to individual interpretation, whereas games are meant to be experienced differently and in a multitude of ways by every player." On a related note, reader OrangeMonkey11 points out that an 8-minute short has showed up online that appears part of a pitch for a potential Mortal Kombat reboot movie. Hit the link below to take a look.
Phaethon360 writes "From Bioshock and Modern Warfare 2 to even Team Fortress 2, RPG elements are creeping into game genres that we never imagined they would. This change for the most part has managed to subtly improve upon genres that needed new life, but there's a cost that hasn't been tallied by the majority of game developers. 'The simple act of removing mod tools, along with the much discussed dedicated server issue, has made [MW2] a bit of a joke among competitive players. Gone are the days of "promod," and the only option you have is to play it their way. If Infinity Ward are so insistent on improving the variety of our experiences, they don’t have to do it at the expense of the experience that many of us already love. It really is that simple. If they don’t want to provide a good "back to basics experience," they could at least continue to provide the tools that allow us to do that for ourselves.'"
MojoKid writes "The PC demo for Codemasters' upcoming DirectX 11 racing title, Dirt 2, has just hit the web and is available for download. Dirt 2 is a highly-anticipated racing sim that also happens to feature leading-edge graphic effects. In addition to a DirectX 9 code path, Dirt 2 also utilizes a number of DirectX 11 features, like hardware-tessellated dynamic water, an animated crowd and dynamic cloth effects, in addition to DirectCompute 11-accelerated high-definition ambient occlusion (HADO), full floating-point high dynamic range (HDR) lighting, and full-screen resolution post processing. Performance-wise, DX11 didn't take its toll as much as you'd expect this early on in its adoption cycle." Bit-tech also took a look at the graphical differences, arriving at this conclusion: "You'd need a seriously keen eye and brown paper envelope full of cash from one of the creators of Dirt 2 to notice any real difference between textures in the two versions of DirectX."