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Matter of fact tried hard to stay away from

"Quick time events is something we have as a matter of fact tried hard to stay away from," explains Guerrette "in the first game we had a couple, and it was normally because we ran out of time to develop the [scenes] to not have quick time events, however still wanted you to have some sort of interaction.  But truly if the player is about to have a rock drop on them, why not have the player in fact roll away?  While the production of Uncharted 2 we spent a tremendous amount of energy on the engine side, hiring our programming staff to make sure we had the ability to build the train sequences, and we took nearly the entire two years to get those two sequences to work, at the end of production we sat down and realised we had barely scratched the surface of what the research could do."

SYDNEY, Nov 3, 2011 - Extreme Networks, Inc. today announced it has earned top marks for the data centre market by The Dell'Oro Group, Gartner, Inc. and Info-Tech Innovation Group.

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