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Discover the world of eSport Italia the italian magazine for real gamers THE SCOURGE, BAD COMPANY 2, STREET FIGHTER IVREVIEW, PREVIEW AND NEWS ON THE MOST AWAITED TITLESI! ELECTRONIC SPORTS AND CHARITY: DISCOVER THE ITALIAN NAVY SEALS! FNIGE AT CARTOONS ON THE BAY The future of Italian Electronic Sports

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The official magazine of Italian Electronic Sports Federation N.3

TRANSCRIPT

Page 1: eSport Italia N.3 ENG

Discover the world of eSport Italiathe italian magazinefor real gamers The Scourge,

Bad company 2, STreeT FIghTer IV…

REVIEW, PREVIEW AND NEWS

ON THE MOST AWAITED TITLESI!

ELECTRONIC SPORTS AND CHARITY: DISCOVER THE ITalIan naVy SealS!

FnIge aT carToonS on The Bay The future of Italian Electronic Sports

Page 2: eSport Italia N.3 ENG

YES, WE CAN!

Ente diPromozioneSportivaRoconosciutodal CONI

C.S.A.IN.

IN COLLABORATION WITH

AFFILIATION CAMPAIGN 2010

ARE YOU ORGANIZING SPORT EVENTSAND HAPPENINGS IN ITALY?

DO YOU WANT TO GROW UP WITH US?

Videogames as Sport

www.fnige.org

Page 3: eSport Italia N.3 ENG

Why do we like online gaming? Why do we like to lose a countless games at the eSport title we like most just with the intent of getting better? Where do we get the strenght to invest an huge amount of time on the servers without a concrete gain, without a true and concrete objective? The mechanisms that drive the players to the multiplayer are exhamined by an american essayist, partner of the New York Post, in the book Game Boys. The work moves the target on a “Serhij Bubka” level (the best athlete ever lived in the speciality of the pole-vault) and analyzes a profile of the professional gamers inside their own world. In the intro-duction he expresses an interesting thesis borrowed by some researches of neuropsychiatry: the more a challenge is hard to us the more our brain wants to take it. Maybe it’s exactly what happens with electronic sports or, to be more exact, with every electronic game. Normal dif-ficulty isn’t enough? You switch to hard to prove yourself better. If that same challenge is also fun, obviously, it’s easier to become addicted to it. At that point it isn’t enough to just play against the computer, you want to taste that brief moment of victory against another player: another like you. Another like me, connected from another part of the globe. And game after game you are drawn by some recognizable phases: at the beginning you would just lose; you don’t understand the reason why with your friends from the arcade you were cool and strong and yet you never win online. Then you start to understand your mistakes and the first victo-ries are as sweet as water for a thirsty man in the desert: they give you courage, they make your body emit endorphine that strenghtens your satisfaction. You want more, more often. But the level of your opponent rises accordingly and whoever stops is lost; there’s no peak to the learning and even if the losses always burn hot the belief is just one: they are necessary to get better. And that’s because the challenge becomes always more difficult. At the end it’s almost like a job, when you really are in, you take it as seriously: the final step are the tourna-ments, the prizes, the live coverages, the travels, the sponsors, and the girls aswell. Then you wake up... and realize you don’t have asian eyes: you are not in South Korea, you are in Italy and here there is no such thing as professional gamers. So you calmly sit and think. You get up and turn on again your console, you wake up from that splendid dream and crack your finger’s joints in front of the monitor: you are ready. The next opponent won’t have it easy. And this is the reason we like online gaming. Because the pleasure of getting better is worth more than any prize.

Simone “Akira” Trimarchi

4 FNIGE

6 News

8 Cool…asCoolerMaster!

10 Videogamesasaformof socialcommitment

14 InfernoCyberLeagueiscoming!

16 ClanLife Livio “EA Demon Hunter” Stingo

18 MultiplayerReviews Bad Company 2

20 eSportItaliaGuides Lets’ learn to play Street Fighter 4 Lesson 222 Previews The Scourge Project

Summary

YEARIN.3–MAY2010

EditorialDirectorSimone TrimarchiGraphicProjectXLC ItalyVia Manzoni 1520060 Gessate (MI)www.xlcitaly.comEditingIdra Editing Srl Via Val Trompia 13600141 RomaEditorialCoordinatorGiovanna VizzaccaroGraphicAlessandro Benedetti ContributorsDario Bertollini, Federico Bruneri, Gi-useppe Cossalter, Daniele De Marco, Carlo Giannacco, Francesco Massaro, Fabio Nan, Simone Sassuoli, Luca Spagnoli

PublisherFNIGEP.zza IV Novembre, 4 - 20124 MilanoTel: (+39) 02 67 16 56 62 Fax: (+39) 02 67 16 52 [email protected] - www.fnige.orgResponsibleDirector:Sebastiano Silluzio

When there’s good taste there is no loss

THE EDITORIAL DIRECTOR SPEAKS

www.esportitalia.com 3

YES, WE CAN!

Ente diPromozioneSportivaRoconosciutodal CONI

C.S.A.IN.

IN COLLABORATION WITH

AFFILIATION CAMPAIGN 2010

ARE YOU ORGANIZING SPORT EVENTSAND HAPPENINGS IN ITALY?

DO YOU WANT TO GROW UP WITH US?

Videogames as Sport

www.fnige.org

Page 4: eSport Italia N.3 ENG

INTERVIEWS

www.esportitalia.com 4

Recently FNIGE decided to intro-duce Street Fighter IV in official tournaments (the Italian Video-games League of which we hope we can give you more details as soon as possible: just know we are working for you). There was immediately something to do in regard: to interview for you Davide Lunardelli, the new National Tech-nical Director of Street Fighter IV for FNIGE!

Who is Davide Lunardelli, new National Technical Director of Street Fighter IV for FNIGE? First off I am co-administrator of arcade-extreme.com, a commu-nity that I believe is unique and at which I am linked in a special way. As a player I’ve started to play with frequency in a late time: at the times of Playstation. In 2004 or 2005 luckily I’ve dis-covered the competitive gaming aswell thanks to the arcade first person shooters (like Ikaruga: a wonderful title). That brought me to the world of the challenge for the new records at first, and after that to the 1 versus 1. In 2007 I’ve discovered the pleasures of Street Fighter III: 3rd Strike and more importantly of offline tournaments, starting to organ-ize them as much as possible along with the other guys from arcade-extreme. At the moment as player I’m completely focused on 2D beat’em ups, even if I’ve started with different basis. Anyway, starting from that mo-ment I’ve taken part only to one international event, in occasion of

the Battle of Destiny in London a couple of years ago, but I’ve been present (as co-organizator of local Ranbats or just as a play-er) to almost every single event near milan of this kind, getting a third and second place from the first two seasons of SFIII: 3rd Strike. The new appointment as Technical Director of SFIV now opens new prospectives and will be a new challenge under vari-ous aspects. And that’s for this reason aswell that I’m waiting for the Super edition of my favourite title! Would you explain our read-ers in what your charge will consist and what will be your role inside the Federation?Let’s say that I will have the re-sponsibility to give the Federation

Are you waiting with anxiety this game? What do you think will be innovative compared to his progenitor?Obviously I’m waiting it with anxiety. I hope again that Capcom was succesful in giving more rhythm and a faster peace to the challenges, fixing certain match-ups that in SFIV weren’t too fun to watch. And not even to play in my opinion.

Which character would you choose? Luckily the new characters are promising in that sense, and I think I will play Juri full time from the release. She has a practically unique design in the series, a gameplay revolved around rush-down but that doesn’t exclude variations, and two very interest-

an unic regulation around which will be possible to stabilize all the tournaments of the next year and look after national teams in differ-ent ways.

How do you think will be per-ceived, in terms of eSport, the new Capcom title of the best beat’em up ever made (in the 2D genre)?I think that it has an enormous potential, mostly because the first version of the game was very suc-cesful and demonstrated that the partial return to the origins (with a simple gameplay and the return of classic characters) was a good choice. We will see if the players will be able to provoke a “quan-tum leap”, a jump to the future; it depends entirely on them.

FNIGE introduces itselfDavide Lunardelli at our microphones

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www.esportitalia.com 5

INTERVIEWS

ing Ultras. I cannot say if it will really be a character played at a very high level like it was pictured initially, but it will be fun to play for sure and probably frustrating to have against. It is enough for me!

Which are the events that you are programming in which Street Fighter IV will be includ-ed? Which of the two versions of the game will be supported by tournaments and events?Obviously we will play Super Street Fighter IV from the start, there are no reason to do oth-erwise. Regarding events I can’t still say anything, but I think we will have to wait the Italian Vide-ogames League. You will see nice stuff.

Do you think it is possible to

import the model of Electronic Sports to the foreign coun-tries? The games I’ve always took part in are relatively a niche (2D beat’em ups before Street Fighter IV are in that category) so I’m not expert about the situation in other countries. As of now I would like to not say anything in regard. I can just say that some results are always possible, you just need to have an adequate and motivated management, and I think that in Italy the things are moving right in that direction.

In Japan there are tourna-ments so big that they can make a few players profes-sionists: at an international level how much and how is SFIV supported?

It’s a myth. Japanese players are still the best players in the world but they are probably the farthest from the concept of professional gamers. The vast majority of high level players play exclusively in arcades, paying to play! Even the tournaments, special events ex-cluded, are localizated and organi-zated by some specific arcades, with prizes so little we can say they are unexistent. The arcade environment in their case makes the difference: extreme competi-tion, the necessity of focusing on every single match, the will of making themselves known and respected as players regardless of possible gains. We should think about these aspects aswell. I think the arcade release of Super Street Fighter IV is important especially for this reason: we will keep to have as the absolute referring point these players. In the rest of the world the situation is almost indentical to what we have in Eu-rope: a lot of small tournaments, a few major events and a training entrusted to the intraprendence of the small groups of players.

2D or 3D BEAT’EM UP? I undoubtedly prefer 2D. Not for a complexity or technical question, it’s just about personal taste. The variety in the characters game styles seems bigger in bidimen-sional games, and I also prefer

their spacing mechanics. It means controlling the space select-ing accurately the moves and priorities in different situations, to jump when necessary, to carefully build the occasions to hit with a combo. These are all the things that make 2D beat’em up special, for me.

Do you think playing 3D titles is more difficult?In 3D titles the pace is generally faster but maybe some strategy is sacrificed. Nothing too seri-ous anyway, I don’t want to be misunderstood: the genres are both valid and consequently it’s all about personal preferences.

Any unforgettable title?Speaking about 2D I would say Street Fighter III: 3rd Strike, a mar-velous pearl almost forgotten (but don’t even think it’s not played anymore), SSFIV as a referring title, Guilty Gear or BlazBlue as valid alternatives. I can just say Tekken saga for 3D, but I’m more intrigued by Soul Calibur and other than these 2 sagas I don’t think the competition is relevant.

Thanks for your time Davide: we will see each other with our readers at the first IVL event for sure!

Simone “AKirA” Trimarchi

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NEWS

6

In occasion of the important Na-tional Assembly of AIOMI (Italian Association of the Interactive

Multimedia Works), that was held the 17th april of last month at the Cartoons on the Bay 2010 of Rapallo, in the prestigious centre of Villa Queirolo, FNIGE took part by voice of its President, Sebas-tiano Silluzio, for a short report on the past, present and future of the Electronic Game in Italy, listing the possible developments of the national eSport and the deeds of the Italian Electronic Sports Federation, from its start to now. At the round table, held by the Minister of Youth Giorgia Meloni, were present a lot of figures and professionists of the field, that at the Cartoons on the Bay 2010 found the right occasion to debate about the objectives conquered and to conquered by competitive gaming. Aim of the meeting was to give a mature and conscious point of view of the videogame in the modern society, in all its forms and declinations, and in all this the eSport was protagonist, thanks to the work of FNIGE. In his speech, the President Sebastiano Silluzio had initially declared his stupor regarding the gaming industry, that for years demonstrated to snob the figure of the real, passionate gamer, more commonly defined “Hardcore gamer”, even if it is the most safe source of income of the industry. An industry that, mostly in recent times with the release of additional contents downloadable online, has to give credit to the figure of the more passionate play-ers a good portion of the post-sale income, and that in spite of eve-rything is giving a strong “casual” mark to the sector, neglecting the needs of an equally important por-tion of its public.

After this “necessary” vent, the President Silluzio didn’t miss to emphasize what was done by FNIGE in the recent months, relating about the structure of the Federation, that will be com-pleted by june 2010 with regional

co-ordinations that will cover the entire national ground. The ap-pointment of people responsible of the regions will be fundamental to grant the maximum trasparency and communication to all its card-carrying members or aspiring card-carrying members.Announcing the great work done by the Federation the for launch of the Italian Championship of Videogames (Italian Videogames League 2010), that will be an-nounced in detail to the press by the end of May 2010, in parallel to the launch of the official site (www.italianvideogamesleague.com), the President emphasized once again the profuse effort that the Federa-tion has given to the recognition of

the Electronic Game as a Sports Discipline CSAIN. This collabora-tion, gotten to its peak with the nomination of Sebastiano Sil-luzio as National Manager CSAIN regarding the Sports Discipline of the Electronic Game, put a fundamental basis in the develop-ment of the national movement of eSport (more information on www.csain.it).

In conclusion, before dedicating himself to the cameras of Odeon TV, in an interview broadcasted on the popular national TV station (inside the program CVG, on air every Saturday at 20.15) and that will be made available also on FNIGE’s official site (www.fnige.

org), the President praised the work of AIOMI and the profession-ality of its founders, the President Marco Accordi Rickards and the Vicepresident Raoul Carbone. Having taken part themselves to the round table along with the numerous partners of AIOMI, and some developers, and others among artists and teachers, the two were cited by Silluzio as the people that permitted to throw the basis for the launch of a new gaming era for Italy, maybe a first step to the complete maturation of the Videogame, and in conse-quence of the eSport, even in our so called Nice Country.

Federico Bruneri

Protagonists of the Cartoons on the Bay 2010!

ESport oN thE Bay

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They are comingwww.italianvideogamesleague.com

They are coming

I T A L I A N E L E C T R O N I C S P O R T S F E D E R A T I O N Ente diPromozioneSportivaRoconosciutodal CONI

C.S.A.IN.

IN COLLABORATION WITH

Page 8: eSport Italia N.3 ENG

www.esportitalia.com 8

Cooler Master is a very strong brand among PC users, mostly among those that want to get the most out of their computer hardware to play. In the end it’s for the most com-plex videogames that powerful computers are needed: to surf the Web you need only an EEE. Here’s our interview to Alessandro Delfino, PR Mana-ger of Cooler Master!

What can you tell us about the relationship between Cooler Master and videoga-mes?Cooler Master is for some years close to the world of videoga-mes, to the point of having a development team of products dedicated to gamers. This team gave birth to CM Storm, a mark that became since a year and a half one of the reference points of the universe of gaming and gave birth to a mouse (Sentinel Advance) and two cases (Sniper & Scout).

And what about your rela-tionship with electronic en-tertainment? What are the genres you like most, the 5 videogames that you would bring on the desert island?It was the 1976 and my father gifted me a console with Pong, I had 6 years... and since then I never stopped. I still recall with a bit of nostalgia the times of Intellivision, and after these the times of Commodore 64... Unfortunately now I don’t have

much time, but I’m waiting with anxiety the time in which my childrens will be getting on fire with videogames, they will understand that the dads of to-day are different from the ones of one generation ago. They will be sweating to beat me, especially at soccer games, racing games and FPS! In my suitcase I would bring a retro game that excited me a lot, Galaga, and I wouldn’t miss to put Call of Duty MW2, the GTA series and Pro Evolution, even if this year FIFA 10 seems more fun to me.

Do you think that the crisis of sales in the market of videogames for PC is to consider a serious signal

(and vice-versa), not a PC.

Cooler Master is very well known also and mostly be-cause it sponsors the most important eSport events in the world: the lovers of online multiplayer love the brand and, at Lan Parties, it isn’t rare to see some of them that expose their iper-ventilated PCs! Have you ever been to a meeting of videogamers (or more generally at a LAN Party, a meeting of modders)? And regarding the level of italian competitions, will we ever come to the the same point of other countries where Counterstrike or FIFA beca-me TV shows?

for the first time of the massive migration of the users to consoles? Does the industry lack good PC videogames, or the compu-ter will be back to be in the forefront once the life of the actual consoles will be close to end?I think that regarding the crisis of the videogames market for PC the blame is to give to the piracy and the fact in Italy the guys prefer to challenge themselves with a pad, rather than with a keyboard, and so they prefer consoles to PC. I don’t think that things will change any soon, even when the actual consoles will die, because I believe that an Xbox would substitute a Playstation

Cool… as Cooler Master!Alessandro Delfino at eSport Italia’s microphones

INTERVIEWS

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www.esportitalia.com 9

I want to say we are always very present in Italy and in foreign countries. I have had the pleasure to take part at different meetings in Italy, and I have to say that the state of things has gotten better since the first years of 2000. I notice more professionality in the organization of gaming events; even if we are still very far from foreign events, speaking about Europe (I mean the ones held in northern Europe). A month ago i was in Norway with my company to sponsor a LAN party: The Gathering, I was very impressed to see 7000 players all together, and all of them with their own pc brou-ght there from home. I asked myself if someday even in Italy

we will see something like that, and after that I answered the question myself: maybe not, because here we have the sun! Regarding modding the remark is different, I see it as a form of art and in Italy we have a nice community that doesn’t miss the occasion to show its creations: the last year we sponsored the Lucca Modding Contest during Lucca Comics & Games and I was fascinated by the fantasy and tecnique of the participants.

Back to Italy, Cooler ma-ster is sponsor of many Clans, that are squads of online netgamers. The support received by the-se teams permits them to

our company, to sustain a team is very important re-garding the point of view of marketing. In some foreign countries they are considered the same as the most famous sportsmen, while in Italy the companies that believe in the potential of this world are still too few and it isn’t easy at all to move big budgets in this direction. But something is moving from the East, thanks to companies like Cooler Master, where the culture of videogames is in the DNA!

Simone “Akira” Trimarchi

confront with european teams, even if unfortuna-tely the level of our players doesn’t equal that of the foreign ones. What can be done to make the italian le-vel better? What can be the points of strenght on which we can bet for a brighter future for eSport?In reality in Italy we have made a precise choice: to sponsor just one clan (Inferno eSport), a choice that has given diffe-rent gratifications in an year and a half of collaborations. For Cooler Master the hardco-re gamers are young geeks that, choosing to utilize the new products for first, influen-ce the decisions of sales even of occasional gamers; so for

INTERVIEWS

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SPECIALS

www.esportitalia.com 10

Esport Italia has met Simone Galli, founder of the ItNS

project, for an interview that illustrates us how the vide-ogames can represent a solidal commitment: read to believe!

What are the Italian Navy Seals and what distinguish-es them from the numerous others clan of netgamers?The ItNS are a project and not a simple clan. We are driven by the will of helping while we have fun. We were born in febru-ary 2008 after having been in numerous clans among those I

wish to remember my first one, the W8, that my dear friend Pa-lias still leads with commitment and dedication. I occupy myself with solidarity since 20 years and I’ve thought of making the gaming project a life project.

How did the idea of asso-ciating a gaming clan, an hobby that in the collective imaginary has been for a long time socially estrange, to a social commitment was born?As I stated above, having a 20 years experience I’ve linked

the two things together recall-ing and regretting the chaotic arcades. How to coadiuvate the advent of the internet with socialization? Here I have to say that I’ve taken the idea from a known social network and seeing that the guys behave in almost a real manner with their profiles, I’ve tried to model this phenomenon to a form of entertainment known to me, the Xbox 360. Starting to prospect the terrain I’ve undertaken some initiatives and first of all it was to help Mattia Salomone (for his history I suggest to check his site www.ilportaledi-mattia.com); I noticed that the guys were interested from the start at this child and there I’ve understood that the videogame doesn’t emarginate, rather it socializes and unifies different cultures and lifestiles. Everyone at the start approaches this virtual world with his avatar and with him dreams a sort of parallel life, maybe the one he wanted to live. And here takes

part the project ItNS making people remember that the little guy you move is virtual, but in live you are interacting with a real person that has emotions and sensations like yours. From here the 7 rules, by me called “the 7 commandments of seals”, which you can read on the ItNS forum (www.itns.it) and that are a sort of main pillar of this project.

Which results have you achieved during the mani-festations in your 2 years activity, and with what kind of feedback?We have created our first event, not too close from now, Telethon 2008 with an exciting slogan: ItNS for fun, Telethon for for life and Guitar Hero for research... of happyness. At this tournament took part many players from all the country and in the end Luigi Marchio got the edge, now “ItNS Markio Itd”. We have then collaborated with the Zoo of 105 and Marco

Videogames as a form of social commitment

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SPECIALS

www.esportitalia.com 10

Esport Italia has met Simone Galli, founder of the ItNS

project, for an interview that illustrates us how the vide-ogames can represent a solidal commitment: read to believe!

What are the Italian Navy Seals and what distinguish-es them from the numerous others clan of netgamers?The ItNS are a project and not a simple clan. We are driven by the will of helping while we have fun. We were born in febru-ary 2008 after having been in numerous clans among those I

wish to remember my first one, the W8, that my dear friend Pa-lias still leads with commitment and dedication. I occupy myself with solidarity since 20 years and I’ve thought of making the gaming project a life project.

How did the idea of asso-ciating a gaming clan, an hobby that in the collective imaginary has been for a long time socially estrange, to a social commitment was born?As I stated above, having a 20 years experience I’ve linked

the two things together recall-ing and regretting the chaotic arcades. How to coadiuvate the advent of the internet with socialization? Here I have to say that I’ve taken the idea from a known social network and seeing that the guys behave in almost a real manner with their profiles, I’ve tried to model this phenomenon to a form of entertainment known to me, the Xbox 360. Starting to prospect the terrain I’ve undertaken some initiatives and first of all it was to help Mattia Salomone (for his history I suggest to check his site www.ilportaledi-mattia.com); I noticed that the guys were interested from the start at this child and there I’ve understood that the videogame doesn’t emarginate, rather it socializes and unifies different cultures and lifestiles. Everyone at the start approaches this virtual world with his avatar and with him dreams a sort of parallel life, maybe the one he wanted to live. And here takes

part the project ItNS making people remember that the little guy you move is virtual, but in live you are interacting with a real person that has emotions and sensations like yours. From here the 7 rules, by me called “the 7 commandments of seals”, which you can read on the ItNS forum (www.itns.it) and that are a sort of main pillar of this project.

Which results have you achieved during the mani-festations in your 2 years activity, and with what kind of feedback?We have created our first event, not too close from now, Telethon 2008 with an exciting slogan: ItNS for fun, Telethon for for life and Guitar Hero for research... of happyness. At this tournament took part many players from all the country and in the end Luigi Marchio got the edge, now “ItNS Markio Itd”. We have then collaborated with the Zoo of 105 and Marco

Videogames as a form of social commitment

www.esportitalia.com 11

The satisfaction obtained by leading and being part of a clan that goes over the sim-ple entertainment is surely bigger, does this also involve the necessity of having a tight-knit group, loaded with a charge of huge responsi-bilities?Yes, surely. The people that are in the clan today, about 150, are all serious people that completely share this project. Of course it isn’t easy to man-age 150 people, also because the friend list can contain up to 100 people, so we want to give a signal to microsoft to expand the friend lists that with the advent of sports associa-tions will require an adjustment very soon. The satisfaction that we get by running our events makes us forgive quickly the sacrifice of their preparation and the set up. Everyone is responsible of the ItNS project and of this unique real family, on live of course.

How important is the pres-ence of the electronic sport in the course of your activ-ity?The presence of the electronic sport is fundamental to the point of which the guys can compare themselves with the stories of our angels and from there the electronic sport be-comes something different and is lived as a waiting to make yourself useful in the unaware-ness of the enjoyment. I’m going to explain it better: a guy plays and has fun, and after that we add that he compares himself with a reality distant from him, for both distance and culture. From here the pro-ject ItNS forces an important observation and fundamental: you have fun, you are comfort-

Mazzoli to help Arianna and we organize live games in Milan. The last summer we were pro-tagonists of the “ItNS on Tour”, a sort of Live Festival Xbox 360 where in different bathing establishments and in disco the guys challenged them-selves with the most played games of the moment. Then we collaborated with the family houses Ronald MC Donald’s giving birth to a Guitar Hero tournament at MC Donald’s in Grosseto obtaining an huge success. In february we were on air on Radio Dee Jay in the program “Volo del Mattino” ran by Fabio Volo that spoke of the ItNS phenomenon. In march, precisely the 6th march, we became an Amateurish Sports Association affiliated to FNIGE making a dream since its crea-tion come true. The 27th and 28th march we created our first Lan Party with over 180 participants from all Italy where we tested the lan system and our staff.

SPECIALSable at home, but I want you to know that a child somewhere else has Muscular Atrophy and in that moment he is confront-ing himself with you and plays, interacts, rejoices, becomes sad like you. But you are play-ing and after a minute that you play with him you don’t remem-ber anymore that he is disa-bled, he is a friend with which you share some moments of your life. The next step of the project ItNS is to make these two guys meet each other and to make them know and accept the fact that in their diversity they both enjoy the pleasures life offers.

Which commitments are waiting for you and which objectives are you propos-ing to reach in the future?Our next commitment is really hard to achieve and extremely important. The Grosseto Vide-ogames Festival marathon to help the research on Spinal Muscular Atrophy (SMA) in collaboration with the Families Sma and its regional delegate Anna Maria Formisano with the support of the Municipality of Grosseto. The event will be ran in the restaurant Europa inside the Sports Center TCE located in Via Bulgaria 39 in Grosseto; there will be 6 dates starting from 22nd and 23rd may and then to follow every third weekend of the months of june, july, september, october, november, where the debilitated childs will challenge the other ones at videogames. The goal is to crush the wall of distrust that from both parties is usually created in these situations.

Simone “aShuN” Sassoli

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were playing, they were con-tributing at the research on SMA, the Spinal Muscular Atrophy.Since the moment it’s born, the ItNS clan has always been in first line in the social field, cooperating with the biggest media interested in the charity field. The event, promoted with the extraor-dinary collaboration of the SMA Families Association, has seen the participation of

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Lan Party ItNS

SPECIALS

ing affiliate to FNIGE: at the moment they are the most numerous clan in Italy, with more than one hundred and fifty members. Their initia-tives are noticeable mostly in the social field, and part of the gain of this LAN was devolved to charity.In the last tuscan weekend four tournaments were ran, a Fifa 2010 one, a tourna-

ment of the applauded FPS Infinity Ward Call of Duty: Modern Warfare 2, a Guitar Hero: World Tour one and lastly a DJ Hero tournament.The lan events are born as a neutral field on which people can take challenges, in which no factor, as con-nection or monitor, make the difference. The only thing that does is the player’s skill! The events of this type concern, in all Europe, thousands of guys and adults that out of Electronic Sports make a real profes-sion, supported by Sporting Associations that partly sup-port them in the expenses to take part to them.The Lan Party of Grosseto, on the other hand, touched an aspect less professional and more social giving to everything the possibility to do their best and to have fun together; but, while they

Last month in Grosseto there was held an event important under the social aspect of national gaming. We’re speaking about the Lan Party ItNS, born mostly to celebrate the two years of life of this clan that counts numerous members. The Italian Navy Seals are the first clan that has become Sporting Association be-

A place to meet your net-friends… and help them!

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were playing, they were con-tributing at the research on SMA, the Spinal Muscular Atrophy.Since the moment it’s born, the ItNS clan has always been in first line in the social field, cooperating with the biggest media interested in the charity field. The event, promoted with the extraor-dinary collaboration of the SMA Families Association, has seen the participation of

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Lan Party ItNS

SPECIALS

ing affiliate to FNIGE: at the moment they are the most numerous clan in Italy, with more than one hundred and fifty members. Their initia-tives are noticeable mostly in the social field, and part of the gain of this LAN was devolved to charity.In the last tuscan weekend four tournaments were ran, a Fifa 2010 one, a tourna-

ment of the applauded FPS Infinity Ward Call of Duty: Modern Warfare 2, a Guitar Hero: World Tour one and lastly a DJ Hero tournament.The lan events are born as a neutral field on which people can take challenges, in which no factor, as con-nection or monitor, make the difference. The only thing that does is the player’s skill! The events of this type concern, in all Europe, thousands of guys and adults that out of Electronic Sports make a real profes-sion, supported by Sporting Associations that partly sup-port them in the expenses to take part to them.The Lan Party of Grosseto, on the other hand, touched an aspect less professional and more social giving to everything the possibility to do their best and to have fun together; but, while they

Last month in Grosseto there was held an event important under the social aspect of national gaming. We’re speaking about the Lan Party ItNS, born mostly to celebrate the two years of life of this clan that counts numerous members. The Italian Navy Seals are the first clan that has become Sporting Association be-

A place to meet your net-friends… and help them!

more than 180 players from all the country to give their contribution while having fun and the possibility to meet and know in person their friends, that were just voices and names on a screen until that moment.All this was possible thanks to the availability of Simone Galli, founder of the clan and creator of this lan; his effort and his commitment have given the results he

hoped for and now his com-munity is a group of friends and people that respect each other and, playing together, they can give their little, concrete help to who-ever needs it without ask-ing anything back. It’s also important to mention the praiseworthy support of dif-ferent stores and companies that collaborated actively to organize at best the loca-tion and putting a respectful

prize, an Xbox 360, won by Cristiano Franceschini. Even the microphones of SKY ar-rived at Grosseto to gather testimony and to make a reportage of an event not destined to be the last of its genre!During last august there was held the “ItNS On Tour”, a moving tournament that touched the beaches and discos of the zone to make the fun possible and, again,

to make the numerous guys present more aware. Finally an original and unattackable way to use the videogame not as a simple hobby any-more, but as a real tool for a superior good: to help the more unfortunate people. Doing this, while playing, is probably the most beautiful thing in the world.

Francesco ‘RoGeR’ Massaro

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SPECIALS

This summer? In Liverpool!This summer from 30 july to 1 august in the Liverpool BT Conference Centre there will be one of the most important LANs in Europe that will have the best teams fight each other on the most famous competi-tive games of the moment, like Call of Duty: Modern Warfare 2, Gears of War, Street Fighter 4, Halo 3 and FIFA 10. Everything organized by ECL, European Console League. There will be 128 console for the tournament and many others for whoever comes as spectator and wants to feel the emotion to play in lan with his friends. The congress center will be supplied with a bar and a restaurant to give the possibility of eating on the place without leaving the location, that is surrounded by other restau-rants anyway. This professional LAN will have a restriction of 15 years of age with the consent of parents and is going to be one of the most important events of 2010 in the world of european netaming and, why not, the global netgaming!

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SPECIALS

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Paolo “inF.Beta” Crispino is since years an important figure in the italian netgaming. Player of succes renown internatio-nally, he runs along with Paolo Filippi the Sporting Association Inferno eSport, in association with FNIGE, that supports the newborn Inferno Cyber League (ICL). ICL is a new brand that will innovate the italian videoga-mes tournament scene. Paolo crispino showed us the Inferno Cyber League project, explai-ning how it will revolutionize an environment that, especially in the last years, needed some fresh air.

In the last years you have become an important figure and a referring point in the managing field of the italian electronic competition. What led you to follow this route and from what was this pas-sion for eSport born?I’ve always been a fan of vide-

ogames since 8 bit NES. This passion grew during the years until it found its peak in eSport, where I could express my continuous need of competi-tion. During my course as cyber athlete I’ve had the possibility to attend the World Cyber Games for three years straight, and, along with my World in Conflict team, to gain a third place in the world at CPL 2007-2008. But my objective has always been to transform my passions in my professions, which led me in the last three years to work in this field, realizing my intentions.

Like we know the topic “tournaments” in Italy has always been a painful one to discuss about. The Inferno Cyber League program, ran by you and Inferno eSport, presents itself as a turning point: how do you intend to revolutionize this landscape?The Inferno Cyber League is

born as a necessity, that is to have quality tournaments that grant seriousness for the players. Our idea is the same as Razer: “for players, by players”. This concept is innovative in Italy because all the current companies that organize events and tournaments just think about the immediate gain and the immediate needs of their commercial partners, without considering the participants. In my opinion, this is a wrong way to work, because they can find new partners only in function of how many people take part to the events. The quality event for the user is a necessity for himself, but also for whoever wants to gain on it.

Why no one until now ever commited himself to orga-nize long term events or projects like this?To make quality events re-quires a lot of monetary and

time consuming commitment and sacrifice by organizators. It’s easier to organize so-mething badly aiming just at the immediate gain, without risking in a long term project. The Inferno Cyber League will organize quality events for the italian player with the purpose of making the electronic sports grow in our country, meeting at the same time the necessities of our partners.The players and the sponsors are both important to succeed in the project, and we know it well.

Tell us about the tourna-ments that were already ran by the ICL brand and which are the games involved.The first Inferno Cyber Lea-gue event was held in Monza the 25th october 2009. It was a launch tournament for the brand, and we de-cided to start with just one

The tournaments supported by Inferno eSports start now

Paolo Crispino speaks about Inferno Cyber League

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discipline: Street Fighter 4. A great success, it had positive feedbacks by the italian com-munity, and also by the foreign players who came from Spain and Slovenia to have a shot at our prize for the best 8 players. Having seen the good results, we decided to expand opening the website www.infernocyberleague.com , and to add two new disciplines for the next tournaments: Tekken 6 and Starcraft II: Wings of Liberty.As far as Starcraft II: Wings of Liberty is concerned we aim to make the referring point for the future italian community of this discipline, while for the other two games we collabo-rate actively with the concer-ning biggest websites: Arcade

Extreme and Tekken Italia. The aim is to make a big network ran by the brand Inferno Cyber League.

An ambitious project, but also a hope. What did give birth to this project?Paolo Filippi and me started to-gether in 2008 taking the lead of the team Inferno eSports. Thanks to us it became in-stantly a recognized sporting association, and in the very next future the clan with most prizes won in Italy. Thanks to our work and the good results we could cut a little space for us in this environment in which we could get different contacts and the possibility to meet a lot of important people. Having seen for almost three years a

lot of bad experiences regar-ding the events organizations at which we took part in, we thought, after important reflec-tions, to create the brand In-ferno Cyber League, since we lived in first person what the italian environment misses and what we can offer to it with our experience and competence.What are your next projects? Will you conti-nue to be a player/mana-ger or will you just spend your time to run your clan and events in the italian eSport?To compete while playing vide-ogames is for sure my biggest passion, and I will always do it, even if returning to compe-titive international levels will be exponentially more difficult. The

time I have will be principally dedicated to the management of our projects to bring the italian videogames environment to a new professional level. At the moment, the time I don’t spend with Inferno Cyber League and Inferno eSports, is used to practice at Starcraft II: Wings of Liberty to take part in the tournaments that will be proposed in Italy and outside our country, to fill my continuous need to compete in the electro-nic sports.Esport Italia thanks you for this interview and wishes you good luck for your pro-fessional future, as manager and player!

Carlo “Cloud” Giannacco

SPECIALS

Paolo Crispino speaks about Inferno Cyber League

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ly use). A thing that surprised me a lot was the severity of the rules: to make an example, once the starting kick you couldn’t attack right away, but you had to pass to a player on the rear! The final phase was played by two players for european nation: only Ingland had the possibility to bring 3. All the games were direct elimination, without groups, with round trips and with Champions League rules, and the lenght was 6 minutes. The players that could make it to the podium would win an Xbox Elite and three original games each, the first would have also had a FIFA sweatshirt, the second a t-shirt.

What was the most difficult match that you had in the

Livio “EA Demon Hunter” Stingo

A life as a champion: an interview with the winner of FIFA Ultimate Team Tournament!

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CLAN LIFE

During the month of March was held the european FIFA

10 Ultimate Team tournament, organized by Microsoft and Xbox Community Network and the winner was Livio “EA Demon Hunter” Stingo, representing Italy: let us meet him better!

Welcome on eSport Italia! Could you introduce yourself to our readers?Hi guys, my name is Livio Stingo and I am 18, I am from Naples and, as you, a great videogames fan. Since I was kid I’ve started to play Pro Evolution Soccer, then a couple of years ago I’ve chosen FIFA over the Konami videoga-me, since it offered me the real soccer simulation.

Congratulations for your gre-at victory at FIFA 10 Ultimate Team Tournament! How did the tournament go?The qualifications were carried out in 3 days, in two tournaments with 32 participants for each eu-ropean nation. The winners of the tournaments were qualified for the international tournament that was held the 12th of Match in the formula “everything in a night”. The rules were slightly different from the tournaments that are usually organized in Italy. Firstly the “custom” formation coudln’t be used, the one created by us, but you could only play with a pre-settled tactic. After that the games were “head to head” and not as an online teamplay (the formula we italians normal-

course of the tournament and which team did you use?The most difficult match was the semifinal for sure. My op-ponent, an english guy, had an unusual gameplay and I often had problems defending.He had also a very solid defen-se and I understood instantly that to stop me he had to take time with the defenders, but luckily for me, I could bring home victory thanks to the second game won 3-1, after a first game finished 3-3. I played Real Madrid.

Would you ever think to close the european event as winner when you first subscribed to the tourna-ment?

http://m10.forumfree.it/

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CLAN LIFE

To be truthful... I was hoping for it, but I would have never thought that would happen. I would have signed for a third place! Luckily it went better than I could ask, I have to thank the blind goddess for it!

Did you practice in a particu-lar way to win or did you just play like you usually do?Some hours before the tourna-ment, to train, I’ve played with some clanmates, and to practice about the tactic, I’ve played a bit before choosing the right one. I also always choosed weaker teams compared to the ones of my opponents, so I could find myself better once I would pick a better one.

This event gave you the occa-sion to face some of the best european players, how did you find their level? Did they have a different playstyle than italians or is it similar?Naturally it was a very high level, given the competition. The different playstyle was the thing that gave me most problems. The biggest part of our players prefer to defend well with many players on the rear, the english people on the other hand use a lot the attack utilizing the trident at his best, and this is the main difference.

Did M10 members, the clan you belong to, take part to the qualifications?As far as I know I am the only

M10 who took part to the qualifi-cations. It went good for us!

Did you ever win other tournaments of the same im-portance or does this repre-sent your greatest result?I’ve won many tournaments. With Fifa 10 I’ve won about ten, but this is the best one for sure.

What’s the defeat that shook you most and you remem-ber in the course of years of playing? In about an year and half I take part in tournaments, the worst defeat was the final against N7 Diego28 in a tournament orga-nized by TLC. It was bad mostly because we were opponents, with rules that penalized me, like playing a match in the mode “online squad game”, that slows the game down and distorts it.

Would you give an introduc-tion of your clan for eSport Italia readers? The name of the team means Maradona 10 (his shirt number!), and it was thought to celebrate the career of this myth of soccer.

Naturally the idea to create this clan was born by Naples fans like me, but not every member is from the city and cheers for Na-ples, unfortunately (laughs). The team exsists since a year ago.

After this victory, what are your future objectives in the environment of FIFA10?I hope to continue to win tourna-ments and to strive for european competitions of this level. I hope to keep that level in the years to come, to bring my nation’s name high in this type of sport.

Thanks for the interview! Would you give greetings to anyone?I greet all my friends of the clan and from live, and naturally also you of the editorial office.Goodbye!

Luca “Gold Jok3” Spagnoli

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MULTIPLAYER REVIEWS

After Battlefield 1943, that came out on Console with great success, DICE comes back once again with the successor of Bad Company, second spinoff of Battlefield series. The responsibilities are pressing: Bad Company 2 comes in a period named by the cousin series Modern Warfare that, in good or evil, marked new standard for online FPS. If on a side the sales favor Infinity Ward and his storic brand, it’s undeniable that in the environments of electronic sports Modern Warfare 2 leaved a lot of unsatisfaction and regret for some debatable choices . Will courage and experience of DICE be enough to join the online FPS Olympus? Let’s find it together!Once logged on your account, from

the multiplayer menu it is possible to instantly jump in the crowd thanks to matchmaking, or you can check the list of dedicated servers to enter the one we like most. In our trials the server research was slow, also be-cause they were many, in the waiting for a patch the suggestion is to utilize filters in so it can become faster.Also from the same menu it is possi-ble to access at the rankings and the barracks to check the weapons and items unlocked. Exactly like Modern Warfare 2 our soldier will have a level that will rise during the time played and will allow to unlock more power-ful weapons and tools and also an upgrade kit for the different classes.During the loading screen we can decide if joining or not in a squad. In

each faction (attack and defense) in fact, there will be squads present, formed by four players, that will be very useful, especially at the moment in which there will be necessary to move on the map. Once in a squad, in case of death, we won’t be forced to be reborn in our base but we can do it directly next to a live teammate.The class choice and weapons will be decided each game: the rapid choice meny is intuitive and fast, but it lacks a save slot for classes. Bad Company 2 proposes twelve enormous maps and four modes. Other than the classic Team Death-match, the most interesting modes are Conquer and Run (with its team variant), the first one reminds a lot the Dominion mode of Modern Warfare 2, a sort of flag capture in which it’s necessary to know the objectives, the second one is the most frantic; the attackers (in a limited number of respawns) have to destroy two objec-tives in the limited time at disposition, if they succeed the fight moves on another zone of the map with two other new objectives to destroy and

ENJOYMENT

cOMMuNiTY

TOuRNAMENTS

SuPPORT

976

10

Destruction was never this fun!Battlefield: Bad company 2

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TESTED

VERSION

PC

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MULTIPLAYER REVIEWS

a respawn bonus. The defensors (in an unlimited number of respawns) have the task to hinder the distruction of the objectives avoiding that the attackers would come and destroy the base.The gameplay of bad Company 2 is to sum in two words, caos and destruction. Whoever approaches the series for the first time could be a bit puzzled about what hap-pens on the field. The game is very tactic and above all realistic. The Rambo approach doesn’t work and if you aren’t supported adequately by your teammates you end up dying easily in a few seconds. The neophites could therefore have some difficulties to get acclimatized and to insert themselves in the game mechanics. The fulcrum of the game is in fact to the collaboration among the various teammates and the different classes. The possi-bility to spot, or rather point out the presence of enemies with a key is an example of how this collaboration was implementated but it’s not the only one. A team without sappers, for example, is completely useless in front of a tank. As a tank could be vurnerable as a fly without infantry to protect it. Only playing for various hours you can understand the attention for details realized by DICE. Once grasped the tricks of the trade, the game becomes a pure source of fun and a joy for the eyes.The game engine offers moreso a graphic, a sound, but mostly a phisics without comparisons. The dust could become a tool to avoid enemy snipers. To destroy an objective you don’t always need to set a bomb, the tanks can destroy directly the building containing it bombarding

it. If a sniper hidden in an house is creating problems it will be enough to request artillery support to destroy the house with the soldier in it. It’s like that that after some minutes of playing the surrounding environment changes in a radical way modifying in consequence the gameplay. There is no safe or persistent repair, it’s necessary to move and in this sense the game is frantic.In the end we are face to face with one of the best multiplayer titles of always, and if DICE will hold up high the support Bad Company 2 could become an excellent alternative to the classics FPS that for years dominate the eSport field. In terms of show a match on this game could offer much more compared to the competition. Thanks to an open community aswell, available and decidedly numerous on both Console and PC, this game could accompany in hours of fun: the suggestion of eSport Italia is to call forth as many friends possible to fully enjoy this masterpiece.

Daniele “raz3r” De Marco

Which class do you use?Like in the previous Battlefield also Bad Company 2 forces the player to pick among four classes in each game: it precludes the choice of some weapons but gives bonuses and tools. It’s possible to change class in every moment but the suggestion of eSport Italia, mostly for novices, is to focus on the Soldier for the first games, to learn the maps and game modes.Soldier: the most frantic class, other than simple tasks of infantry it can refill of munitions his teammates.Sapper: It utilizes shotguns with silencer and is the only class that can utilize anti-tank weapons and anti-air artillery and it can repair damaged vehicles.Sniper: If the classic precision rifle isn’t enough the sniper can bring some C4 to destroy objectives and buildings.Medic: besides giving medikits to his mates he can revive heavily injured

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eSPORT ITALIA GUIDES

Here we are at the second meeting with Street Fighter IV; after the choice of the character that fits the player most, today we will examine better the detail illustrating the various typologies of warriors and showing some strategies that you can instantly try to put into practice.Since its creation, the world of Street Fighter has always had

categories of characters well diversified: characters that throw fireballs, characters that don’t and put everything into hand to hand and characters that favor a grap-ple game (the supposed grap-plers). In these categories we can find numerous differencies among the different fighters (among these the speed, the resistance, the brute strenght and so on), that we

Learn to play Street Fighter IV: Lesson 2

The game becomes tougher: there are grapplers to face!

will analyze better afterwards.Among the characters with fireballs we can find all the ones that utilyze energy balls to set their game and force the opponent to make mistakes, pressing with an ingenious use of these bullets: classic examples of this typology are Ryu, Sagat, Guile, Akuma, Seth. Knowing how to throw fireballs in a correct way is one of the most difficult things and there aren’t really many suggestions to give, given that everything is a fruit of experience, but we can try to clarify your ideas and help you to understand better where to start. Every character has defined distances from which is safer to shoot, and some from where a mistake can be punished severely: but you have to experi-ment on your skin which are the best, trying and retrying until the

mechanism isn’t clear.For instance, if we consider Ryu or Sagat, we can simplify the fireball game in this manner: pres-sing continuously the opponent through the use of energy balls, you need to try and force him to jump so you can punish conse-quently in the air with a well pla-ced Shoryuken, This is one of the oldest tecniques but one of the most efficients (it’s in fact present since Street Fighter 2: old soldiers never die), since it presses the enemy and makes him nervous: for whoever is under a checkmate position, in fact, it isn’t safe to remain on the ground (because

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of the fireballs threat) nor jumping (because of the anti air punishes). The important thing is that while what has been said is executed, the eye can recognize both the game flow and the space in front of its character. A great amount of mastery is required for that, because the moment the oppo-nent understands we are going to fire, he can jump the fireball and hit us with a devastating combo while we are still recovering from the shoot (a simple combo you can try with Ryu in this situation is: strong kick in the air, strong punch standing, strong punch Shoryuken): therefore it’s funda-

mental to vary a lot the timing and to not be predictable, or the entire strategy isn’t going to work.Going back to the characters categories, let’s analyze the next: fighters that don’t have projectiles so they have to bet on hand to hand fight to make damage and set up the game (for example Cammy, El Fuerte, Rufus, Blanka, Balrog). Usually every single one of them possesses at least a move created to avoid fireballs and get close to the opponent. Once arrived at a short distance you can start the attack, that obviously varies along with the fighter selected, trying to remain attached to the enemy pressing him and putting him in difficulty with a mix of hits and throws.The last category, the one of grap-plers or semi-grapplers, compri-ses characters like Zangief, and to

some extent also Abel or Makoto. Their playing scheme is obviously short range, but using the throws in a correct way (since they can’t be blocked, but just evaded) and mixing them with normal or special attacks, you will force the opponent to continuously make choices that could trouble him depending on his skill level.In Street Fighter IV there’s a non written rule but generally appro-ved by many regarding character strenghts: the more a fighter has the possibility to hit with his Ultra Combo, the more is to be considered strong and com-petitive (with some exceptions, like for example Akuma, that is tremendously strong even without the need to use his Ultra). The fighters considered top tier are for example Sagat, Ryu, Balrog or Rufus. You can note that everyo-

ne of them has different ways to constantly use and land their Ultra Combo during a match: this allows to turn situations that seem lost and to press constantly the opponent that doesn’t have any ensurance to win until the last se-cond. Obviously turning the point of view, characters like Guile or Vega, which have difficult landea-ble Ultras, will find more difficulties and will have less possibilities to recover complex situations.After this long but right and proper introduction, in the next article we will finally join the heart of the bat-tle, showing some complex tech-niques that you can master once acquired a sufficient knowledge of the basic game mechanics. Get ready to learn powerful combos and more advanced techniques!

Dario “Angel666” Bertollini

To master Focus AttackWith Street Fighter IV Capcom introduced a new game mechanics useable in both a defensive and offen-sive way, the Focus Attack. This technique, carried out pressing both middle keys (MP+MK), consists in an attack that can be charged for three different levels and then released: during the animation of the charge our character can absorb an hit and counterattack right when we let go the pression of the keys . Charged over a certain level, this move stuns the opponent, that for a moment remains without defenses, but not just that: the Focus can be cancelled in every moment with a dash (even during our attacks), allowing to land an hit, canceling it and then continuing to attack, making hit combinations that otherwise would be impossible to execute in normal situations. Always taking as example our Ryu, try to execute the following: Shoryuken, Focus Cancel (press MP+MK right after Shoryuken hits, make a dash and let go of the keys) and Ultra while the opponent is still in the air!

eSPORT ITALIA GUIDES

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PREVIEWS

Welcome in 2036. The world doesn’t seem

changed too much since our time but the economic and politic environments seem different. There was a fall of a meteorite. The human nature, as known, tends to progress: it’s like this that an event of storic importance like the discovery of the first forms of extraterrestrial life became a monopoly.The ambrosia, a fuel of alien origin that is capable of po-wering every kind of tool (that recalls the Spice of Dune), will reveal itself as the cause of every evil of XXIth century. Tarn is an initiative born to contrast the thirsty desire of power of the Nogari Corporation, com-pany that produces and com-mercializes in exclusive this good. Under the enormous establishment “Research and Development”, in fact, there are misteries hidden that could put to risk the safety of the

entire humanity. The player will embody one of the 4 members of the Echo Squad, a team of mercenaries hired by the Tarn, and will have to face, episode after episode, progressively more difficult missions. The Scourge Project has all the cards to become popular. The gameplay reminds a lot the one of other titles like Gears of War where it’s possible, for example, to coordinate your team giving orders. Our character wears a special suit fueled with ambrosia that will grant us a good protec-tion consenting to activate a special power. The player will have to take into account the status of his arrmor to not find himself completely defense-less. The user interface is very clear and the indicators are well positioned. Taking inspira-tion from the success of titles like the series Call of Duty, Tragnarion Studios introduces numerous objectives to unlock

and a system of experience points. No classes to choose, the weapons at our disposi-tions will have to be gathered from the ground like the vast majority of FPS and will have to substitute the ones in our possession. Moving to used technologies, it’s the best of the best on the market: the use of the Unreal Engine 3, the newest graphic engine from Epic Games, displayed itself as a good choice. The audio seems sometimes bad, but the 3D positioning is perfect. Negative note for the artificial intelligence: for a player, even inexperienced, it won’t be difficult to foresee the enemy moves. Given the nature of the

title, that will be on the mar-ket through digital delivery in various episodes, it’s difficult to express a judgement on the longevity. At the moment, for an high level player, the-re won’t be necessary more than 5 hours to complete the first 2 episodes excluding the objectives (that in fact will re-quire more commitment). Way more interesting the online mode, stable and performing, that can fill the lacks and the defects of the single player mode, involving the player in exciting challenges on the internet.

Giuseppe “Lanta” Cossalter

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The future of coop-shooters is already here!The Scourge Project Behind the Project

Tragnarion Studios is a spa-nish software house, born in 2003, with the office in Palma de Mallorca. Since then, thanks to their team, they baked nu-merous interesting titles like Doodle Hex for Nintendo DS and Map My Mid for IPhone. Collaborating in the development of the games there were videogames companies of the caliber of Sega, Ubisoft, Eidos and Pyro. The Scourge Project is their first approach with the Unreal Engine and the world of coop-shooters.

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YES, WE CAN!

Ente diPromozioneSportivaRoconosciutodal CONI

C.S.A.IN.

IN COLLABORATION WITH

AFFILIATION CAMPAIGN 2010

ARE YOU ORGANIZING SPORT EVENTSAND HAPPENINGS IN ITALY?

DO YOU WANT TO GROW UP WITH US?

Videogames as Sport

www.fnige.org

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7-9 maggio 2010 Tecnotown, Villa TorloniaVia Spallanzani, 1a - Roma