Friday, 22 July 2011

DreamStation.cc: Nintendo 3DS Now Offers Up Exclusive 3D Content Via Nintendo Video Application

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Nintendo 3DS Now Offers Up Exclusive 3D Content Via Nintendo Video Application
Jul 22nd 2011, 17:39

Nintendo Video Service Showcases Exclusive 3D Animation and Videos from OK Go, Jason DeRulo, Foster the People, CollegeHumor and Blue Man Group.

REDMOND, Wash.–(BUSINESS WIRE)– Nintendo 3DS owners now have a ticket to free, exclusive 3D video content. The new Nintendo Video service automatically delivers short 3D videos from the worlds of music, comedy, animation and Hollywood, and the 3D content can be watched without the need for special glasses. On July 27, OK Go will launch a new music video and will debut the 3D version exclusively on Nintendo Video.

"Nintendo 3DS is a unique platform for creativity," said Tony Elison, Nintendo of America's senior director and general manager of Network Business. "OK Go and all our partners are helping us make Nintendo Video a one-of-a-kind entertainment experience."

In the coming weeks, Nintendo Video will feature exclusive 3D videos from Jason DeRulo, Foster the People, CollegeHumor and the world-renowned Blue Man Group, plus extreme sports and action videos, animation from various independent studios and 3D trailers for upcoming Hollywood movies. Specific content may vary across countries in the Americas.

CTR-N_JESE_banner_300_Print

To access Nintendo Video, Nintendo 3DS owners need to connect to a broadband wireless Internet service and visit the Nintendo eShop, where they can download the Nintendo Video application. Once Nintendo 3DS owners download the application, the video lineup will automatically update whenever users are within range of a wireless hotspot and have their SpotPass feature enabled, even if the system is in Sleep Mode.

Nintendo Video is just one of the many features of Nintendo 3DS, Nintendo's newest hand-held system. Nintendo 3DS lets users experience 3D games, take 3D pictures and watch 3D videos without the need for special glasses. Nintendo 3DS offers users a completely new way to play and keeps people connected – to their friends, to their games, to their world. The Nintendo 3DS system builds on Nintendo's legacy of creating unique experiences for the masses.

Remember that Nintendo 3DS features parental controls that let adults manage the content their children can access. For more information about this and other features, visit http://www.nintendo.com/3ds.

For more information about Nintendo Video, visit http://www.nintendo.com/3ds/nintendo-video.

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DreamStation.cc: Batman: Arkham City Taps Stana Katic from ‘Castle’ to Provide Voice for Talia al Ghul

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Batman: Arkham City Taps Stana Katic from 'Castle' to Provide Voice for Talia al Ghul
Jul 22nd 2011, 17:46

Warner Bros. Interactive Entertainment and DC Entertainment confirmed at Comic Con International 2011 that Stana Katic, star of ABC's popular series Castle, will voice the character of Talia al Ghul in Batman: Arkham City. The game will be available in North America beginning Oct.18, 2011, for Xbox 360 video game and entertainment system from Microsoft, Games for Windows PC and the PlayStation®3 computer entertainment system.

Talia

"Talia is such a complex character and it was great to voice her in Batman: Arkham City," said Katic regarding her role in the game. "I was amazed at all the detail put into the project and it's great to see how excited the fans are about the game."

Stana_Katic

Batman: Arkham City builds upon the intense, atmospheric foundation of Batman: Arkham Asylum, sending players soaring into Arkham City – five times larger than the game world in Batman: Arkham Asylum – and the new maximum security "home" for all of Gotham City's thugs, gangsters and insane criminal masterminds. Set inside the heavily fortified walls of a sprawling district in the heart of Gotham City, this highly anticipated sequel introduces a brand-new story that draws together a new, all-star cast of classic characters and murderous villains from the Batman universe, as well as a vast range of new and enhanced gameplay features to deliver the ultimate experience as the Dark Knight.

Batman: Arkham City is based on DC Comics' core Batman license. Fans can visit www.batmanarkhamcity.com to sign up to receive updates regarding the game and join the discussion on the community site at http://community.batmanarkhamcity.com to participate in forums, read upcoming developer diaries and stay abreast of all the latest Batman: Arkham City news.

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DreamStation.cc: Marvel Super Hero Squad: Comic Combat and Infinity Gauntlet Coming to Consoles and Nintendo 3DS This November

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Marvel Super Hero Squad: Comic Combat and Infinity Gauntlet Coming to Consoles and Nintendo 3DS This November
Jul 22nd 2011, 16:41

Players Will Smash, Dash and Crash With Their Favorite Super Heroes As They Fight to Save the Universe from Doctor Doom's Evil Forces.

AGOURA HILLS, Calif., Jul 22, 2011 (BUSINESS WIRE) — THQ (NASDAQ: THQI) brings the action and excitement of Marvel Super Hero Squad to life this fall with two new titles - Comic Combat, scheduled for release Nov. 15 and The Infinity Gauntlet, scheduled to debut Oct. 11 on Nintendo 3DS(TM).

Available exclusively on uDraw GameTablet(R) for Xbox 360(R), PlayStation(R)3 and Wii(TM), Marvel Super Hero Squad: Comic Combat puts the artist's pen in players' hands, enabling them to draw directly into the game world and determine the fate of the Squaddies.

For the first time ever, players will use the uDraw(TM) stylus to command Captain America, Thor, Iron Man and seven other Marvel Super Heroes in the battle against Doctor Doom and his evil cohorts. The uDraw GameTablet allows players to direct attacks, wield weapons and build barricades in the Marvel Super Hero Squad universe. Players can even shake the uDraw GameTablet to create an in-game earthquake!

Marvel Super Hero Squad: Comic Combat also features a distinctive cel-shaded comic book art style that brings the characters to life, as well as a variety of challenging new stages, including The Helicarrier, Baxter Building, The Vault and Sanctum Sanctorum.

"The uDraw GameTablet gives players the ability to direct and control their favorite super heroes in a completely new way," said Executive Producer Peter Armstrong. "As the comic artist you are able to command each hero and utilize their unique abilities for the first time ever using the power of the pen."

Also scheduled to arrive this fall is Marvel Super Hero Squad: The Infinity Gauntlet on Nintendo 3DS(TM). Fans of the original game can now "hero up" in eye-popping 3-D as they command all the classic Squaddies, as well as four new recruits: Captain America, Nova, Black Widow and She-Hulk.

In this adventure, players will find themselves tapping into their super powers and super smarts to stop Doctor Doom's Lethal Legion. The Super Hero Squad must use every ability at their disposal to secure the six infinity stones and prevent the impending apocalypse!

Boasting a total of 12 playable heroes, The Infinity Gauntlet also features two new levels in which players can turn the tables and play as Dr. Doom, Magneto, Loki and Abomination for the first time ever.

Marvel Super Hero Squad: Comic Combat is scheduled for release Nov. 15 on uDraw GameTablet for Xbox 360, uDraw GameTablet for PlayStation3 and uDraw GameTablet for Wii. Marvel Super Hero Squad: The Infinity Gauntlet is scheduled for release Oct. 11 on Nintendo 3DS.

For all the latest news and updates on Marvel Super Hero Squad: Comic Combat, check out http://www.WorldofuDraw.com.

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Thursday, 21 July 2011

DreamStation.cc: Nintendo DSiWare, eShop, and WiiWare Downloads for Week of July 21

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Nintendo DSiWare, eShop, and WiiWare Downloads for Week of July 21
Jul 22nd 2011, 02:18

July 21, 2011 This week's Nintendo Download includes the following featured content:

Nintendo eShop

Nintendo Video™ - Coming soon, the new Nintendo Video service delivers short 2D or 3D videos from the worlds of music, comedy, animation and Hollywood. The 3D content can be viewed without the need for special glasses. (For Nintendo 3DS™)

3D Classics: Xevious™ - Revisit the popular vertical-scrolling arcade game with elements that can be enjoyed in 2D or 3D. Pilot the advanced fighter-bomber through 16 hazardous areas and destroy as many targets as possible. (For Nintendo 3DS)

Nintendo eShop and Nintendo DSiWare

Antipole - Wield the power to reverse gravity as you fight your way through the robot mothership. Manipulate gravity to overcome lethal obstacles, change falls into jumps and defeat your enemies. (For Nintendo 3DS / Nintendo DSi™)

Kung Fu Dragon - As a martial artist in training, you must face one of the most difficult tests of skill: waterfall climbing. Increase your score by climbing higher up the waterfall and jumping between various footholds. (For Nintendo 3DS / Nintendo DSi)

Also new this week:
Trollboarder (Nintendo eShop, Nintendo DSiWare)
Bobby Carrot Forever (WiiWare™)

In addition to video games available at retail stores, Nintendo also offers a variety of content that people can download directly to their systems. Nintendo adds new titles to the Nintendo eShop for the Nintendo 3DS™ system, to the Nintendo DSi™ Shop for the Nintendo DSi system and to the Wii™ Shop Channel for the Wii console at 9 a.m. Pacific time on Thursdays.

The Nintendo eShop is a cash-based service and features games, applications and videos in both 2D and 3D. Users can add money to their virtual wallets using a credit card or by purchasing a Nintendo 3DS Prepaid Card at a retail store and entering the code from the card.

The Wii Shop Channel offers games and applications and uses Wii Points™, which can be purchased via the Wii Shop Channel. The Nintendo DSi Shop offers games and applications and uses Nintendo DSi Points™, which can be purchased in the Nintendo DSi Shop. A Nintendo Points Card™ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Wii Shop Channel or the Nintendo DSi Shop. They are not transferable and cannot be divided between the two systems.

Remember that Wii, Nintendo 3DS and Nintendo DSi feature parental controls that let adults manage some of the content their children can access. For more information about this and other features, visit http://www.nintendo.com/wii, http://www.nintendo.com/3ds or http://www.nintendo.com/ds/systems/dsi.

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DreamStation.cc: Street Fighter X Tekken Information Overload Blowout; Trailers, Screens, and Artwork from San Diego Comic-Con

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Street Fighter X Tekken Information Overload Blowout; Trailers, Screens, and Artwork from San Diego Comic-Con
Jul 22nd 2011, 01:02

The long awaited dream match-up between the two leaders in the fighting genre becomes a reality.  STREET FIGHTER® X TEKKEN® delivers the ultimate tag team match up featuring iconic characters from each franchise, and one of the most robust character line ups in fighting game history. With the addition of new gameplay mechanics, the acclaimed fighting engine from Street Fighter® IV has been refined to suit the needs of both Street Fighter® and TEKKEN® players alike.

FEATURES

  • Dream Match Up – Dozens of playable characters including Poison, Dhalsim, Ryu, Ken, Guile, Abel, and Chun-Li from Street Fighter as well as Yoshimitsu, Steve, Kazuya, Nina, King, Marduk, and Bob from TEKKEN.
  • Real-time Tag Battle – Fight as a team of two and switch between characters strategically.
  • Familiar Controls – In STREET FIGHTER X TEKKEN, controls will feel familiar for fans of both series.
  • Juggle System – Toss your foes into TEKKEN-style juggles with STREET FIGHTER X TEKKEN's universal air launching system.
  • Robust Online Modes – In addition to the online features from Super Street Fighter® IV, STREET FIGHTER X TEKKEN features totally upgraded online functionality and some new surprises.

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DreamStation.cc: Mortal Kombat Reveals Fourth DLC Fighter: Freddy Krueger of Nightmare on Elm Street Fame

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Mortal Kombat Reveals Fourth DLC Fighter: Freddy Krueger of Nightmare on Elm Street Fame
Jul 21st 2011, 23:25

A good warrior eats, breaths, and dreams every fight - only now those dreams are about to become nightmares. Warner Bros. Interactive Entertainment and NetherRealm Studios open the door to the arena for the fourth DLC warrior to enter the Mortal Kombat fight - legendary dream stalker Freddy Krueger. Featuring two vicious fatalities, an arcade ladder story ending, and a full move set, this marks the first time Freddy has ever challenged the brutal kombatants of the legendary fighting game. Coming out in August, Freddy will be available on Microsoft Xbox Live for 400 Microsoft Points or for download as a part of the Season Pass program or for $4.99 on PlayStation Network.

For fans attending Comic-con, an exclusive event is being held tonight to introduce players to Freddy and his brutal Mortal Kombat moves. Gamers are invited to drop by the GameStop at Westfield Horton Plaza in San Diego on Thursday, July 21 from 7-10 p.m. and get their hands-on Mortal Kombat's full DLC roster, including Freddy weeks before he is available.

Also available to play at the event will be the upcoming download-only release Mortal Kombat Arcade Kollection featuring the original Mortal Kombat, Mortal Kombat 2 and Ultimate Mortal Kombat 3. Bringing together all three games into one downloadable package for the first time ever, the Mortal Kombat Arcade Kollection will be available for PSN, 360, and PC later this summer.

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DreamStation.cc: Gotham City Impostors Announced for Xbox LIVE Arcade and PlayStation Network; First Trailer

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Gotham City Impostors Announced for Xbox LIVE Arcade and PlayStation Network; First Trailer
Jul 21st 2011, 23:50

Warner Bros. Interactive Entertainment and DC Entertainment today present an all-new trailer for the upcoming download-only multiplayer first-person shooter, Gotham City Impostors.  Check out some of the insanity that occurs when regular citizens become crazy impostors in the city they call home.

Gotham City Impostors, a multiplayer game unlike any other, gives players the opportunity to rebel against conformity as they customize their own characters.  Posing as amateur vigilantes or villains, gamers will create their very own Bats and Jokerz characters using unprecedented customization options including insane costumes, homebrewed gadgets and a wide range of traditional and imagined weapons.  The game will feature maps and modes inspired by DC Comics' Batman license.

Gotham City Impostors, is scheduled for release Winter 2012 and will be available on Xbox LIVE Arcade and PlayStation Network. The game will also be available for download for PC.  The expected price is $15 /1200 Microsoft Points.

For more information visit www.GothamCityImpostors.com

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GameSpot's News: Activision 'reinventing' Guitar Hero

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Activision 'reinventing' Guitar Hero
Jul 21st 2011, 20:35

Activision has started getting the band back together. In an interview with Forbes, Activision CEO Bobby Kotick confirmed that the publisher is using a new studio to reinvent the Guitar Hero franchise.

When asked how the publisher plans to spark innovation in the series, Kotick explained, "[It's] a very rigorous process, but we spend a lot of time talking to different customers in different customer ranges and different demographics, different audience interests, and that process takes a little bit of time. Then we also let the studio--there's a studio that's now assigned to this project--we let them explore technology pathways, and so they'll do a variety of different prototypes."

Some of the requests Activision's customers make may be easier to fulfill than others. Elsewhere in the interview, Kotick explained that the most frequently made request for Guitar Hero franchise was to include the music of Led Zeppelin.

"But we couldn't get Led Zeppelin to consent to give us the rights," Kotick said. "And there were a lot of instances of that, a whole host of artists who just didn't want to give rights to Guitar Hero, and it was hard to get around that. And then there were other things… we put things out there that were not ready for prime time and that today actually would resonate very well with audiences."

One of the things Activision put out that Kotick acknowledged was a mistake was the "passion project" DJ Hero. He explained that the company had overestimated the number of people who would be interested in recreating a DJ experience in the context of a game.

"[We] created this critically acclaimed, highly rated game," Kotick said, "and these are the hardest failures, when you put your heart and soul into it and you deliver an extraordinarily well received game, and nobody shows up to buy it. So that's what happened with DJ Hero. At the same time we were so excited about going down this new direction with DJ Hero, I think we abandoned a bit of the innovation that was required in the Guitar Hero franchise."

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GameSpot's News: Star Wars Kinect gets R2-D2 console bundle

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Star Wars Kinect gets R2-D2 console bundle
Jul 21st 2011, 18:05

Comic-Con 2011: 320GB Xbox 360 package with game, white Kinect sensor, astromech-inspired console, and metallic C-3PO controller hits this fall for $449.

Star Wars Kinect was always intended to be a new take on gaming in the sci-fi franchise, but now it's going to bring with it a new take on the Xbox 360 hardware. At a Star Wars Kinect panel at Comic-Con today, Microsoft and LucasArts revealed a new Kinect Star Wars-themed Xbox 360 console set for release this fall.

The bundle will include a 320GB Xbox 360 console with an R2-D2 theme, a metallic C-3PO controller, a white Kinect sensor, and a copy of the game for $450. For comparison, the current 250GB Xbox 360 Kinect bundle with Kinect Adventures sells for $400.

Originally announced at E3 2010, Kinect Star Wars is set primarily during the time of Star Wars Episode II: Attack of the Clones, with overlapping bits of the other prequel trilogy films and nods to the original Star Wars trilogy as well. Players will take orders from Yoda, cleave their way through armies of battle droids, and use Kinect-enabled Force powers to battle the Dark Side.

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GameSpot's News: Blur was 'confusing' for consumers, says design lead

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Blur was 'confusing' for consumers, says design lead
Jul 21st 2011, 15:36

Who was there: Gareth Wilson was the design lead on Bizarre Creations' arcade racer Blur. The game earned unanimous praise in prerelease focus testing, scored well with reviewers, and had a large marketing spend, but it failed to sell enough copies to break even. Publisher Activision shut the studio down earlier this year, and Wilson has now moved on to work at Sumo Digital.

What they said: As the developer of Metropolis Street Racer and Project Gotham Racing, Bizarre Creations had extensive experience in the racing genre. It had also created launch titles for Sega and Microsoft consoles. However, when it was bought by megapublisher Activision, it released two commercial flops in the form of Blur and James Bond 007: Blood Stone, and the studio was closed shortly after.

Gareth Wilson, who was a designer on Blur, studied economics and business and used his learnings to reflect not just on the failure of Blur, but on game sales in general. New intellectual properties are having a tough time in the market, with Wilson citing Bulletstorm, Singularity, Alan Wake, Enslaved, and Vanquish as recent examples of good games that have struggled to gain traction at retail.

Wilson's first piece of advice to game makers was to reduce the competition. New intellectual properties could find audiences more easily by being a launch title for the Wii U or a release on smaller, cheaper platforms (mobile), or by going out via new distribution methods (OnLive). Wilson cited MotorStorm as a good example; the PlayStation 3 launch title gained immediate sales thanks to a limited number of options at launch, and the resulting profile helped it sell more copies over a prolonged time--much more than either of its two sequels, Wilson said.

His next recommendation was to think about an economic principle that he called "Consumer Theory 101," or reducing people's fear. Customers exist in three states--comfort, stretch, and panic--and during the purchase process, they make split-second decisions that push them between the three.

Wilson used three examples to illustrate his point. Cornflakes are a familiar, comfortable experience for most people. Chocolate cornflakes would be unique and would possibly stretch them into new ground. However, bacon cornflakes would be completely unique and would push consumers into an unfamiliar place that could yield panic.

The sweet spot for game makers is in the chocolate cornflakes area--where consumers are still in familiar territory, but where there are fewer competitors. Two examples he used were Batman: Arkham Asylum and Zumba Fitness. The former game would be considered niche, with the latter being mass-market, but both take familiar concepts and recognised brands and do something new with them.

A more personal example for Wilson was Sonic & Sega All-Stars Racing With Banjo-Kazooie, developed by his new employer, Sumo Digital. It was released earlier this year but was a lot more successful than Blur. Wilson said this was because it was familiar (kart racing), combined many different licenses (Sonic, Banjo-Kazooie), and had mass appeal (Sega characters resonate with core gamers and children alike). Blur, meanwhile, was an arcade racer with realistic cars, neon power-ups, and sci-fi weapons: a "confusing" prospect for potential buyers, he admitted.

Game developers who want to experiment should do so on lower-budget platforms, he advised. He explained how Limbo would never have gotten investment as a boxed product, but was the third biggest game on Xbox Live Arcade last year and made over £7 million ($11.3 million), coming from a team of around eight people. In other words, it was an immensely profitable game--and it hasn't even been released on the PlayStation 3 and PC yet. "If Playdead wants to make a triple-A game now, Microsoft will say, 'Sure!'" he claimed. He also praised Valve's approach to bundling the original Portal with familiar titles such as Half-Life 2. "If they did [Portal] as a $40 game, [consumers would] have been like, 'What is this?'"

Wilson said developers should aim to distill a game into a single statement and make sure all its design principles adhere to this statement. For Project Gotham Racing 3, the concept was "Being Cool in Cars." From that, the elevator pitch evolved into "Deliver the drama, exhilaration, and sex appeal of the world's most stylish vehicles and locations on the world's most powerful console." Following that were design pillars, such as "Life begins at 150mph." "If it doesn't fit in your pillars, you're damaging your game," he opined, claiming that PGR3 was the most tightly focused game Bizarre ever made.

Wilson's final option for developers was to build a reputation for excellence. Rockstar, Valve, and Crytek have all done this, and Wilson believes that games such as Red Dead Redemption, Left 4 Dead, and Crysis all managed to thrive in busy genres off the back of their developers' reputations. However, it takes money to do this and is a risky proposition, as developers are often considered only as good as their last game.

Quotes: "We're competing with everything. We're competing with having sex with your girlfriend. [Your game] has got to be better than going to the pub for two nights."--Wilson on the true extent of competition in the marketplace.

"If I released a sim racing game and an arcade racing game, the sim would score higher because that's what reviewers like."--Wilson, bemoaning the reviews process.

Takeaway: Making games is tougher than ever. "To be triple-A, you need to be [scoring] 9 out of 10," Wilson argued. He was clearly burned by his experience on Blur, unable to see why his game sold so poorly following such a positive reaction and a big marketing spend. However, on reflection, and by using economic principles to understand the market, he can now understand why other games thrived while his faltered.

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GameSpot's News: Star Wars: The Old Republic gets a trilogy of releases

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Star Wars: The Old Republic gets a trilogy of releases
Jul 21st 2011, 17:31

Online game to arrive in Collector's Edition, Digital Deluxe Edition, and Standard Edition packages with preorders receiving early access, in-game items; all downloadable versions exclusive to EA's Origin store.

As Star Wars: The Old Republic nears its long-awaited release, the massively multiplayer online game is starting to hit some familiar prelaunch milestones. Today, that milestone is the rolling out of a preorder campaign and announcement of premium release bundles.

The Old Republic will be available in standard and premium editions for both retail and downloadable stores. While the boxed copies of the game can be purchased from numerous retailers, both digital versions of The Old Republic will be exclusive to Electronic Arts' own Origin downloadable storefront.

The beefiest of the bundles will be the $150 retail Collector's Edition. That box will pack in a Gentle Giant-produced Darth Malgus statue, galaxy map, music CD, a "custom security authentication key," and a journal adding to the game's fiction, as well as eight in-game items. The premium downloadable version of the game is the $80 Digital Deluxe Edition, which includes six of the eight in-game items in the Collector's Edition.

Those who preorder the $60 standard edition of the game (available as a download or boxed copy) won't be walking away entirely empty handed. All preorders will receive early access to the game, 30 days of game time, and an in-game color stone that will let players change the hue of their lightsabers and/or blaster bolts.

Star Wars: The Old Republic is set to be released later this year. For more on the game, check out GameSpot's previous coverage.

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GameSpot's News: At the crossroads of steroids, baseball, and Deus Ex

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At the crossroads of steroids, baseball, and Deus Ex
Jul 21st 2011, 20:49

Comic-Con 2011: Eidos Montreal reveals the real science and thought process behind the augmentations in its Deus Ex prequel.

Who was there: Eidos Montreal's community manager moderated a panel that featured Mary DeMarle, lead writer on Deus Ex: Human Revolution and Will Rosellini, the CEO of MicroTransponder and technological consultant on the game.

What they talked about: The crux of the panel was highlighting how the development team behind Deus Ex: Human Revolution (with the help of Will Rosellini) wanted to create a believable world that was not only grounded in present day events, but also a world that made sense in relation to being a prequel to the original Deus Ex. DeMarle started by talking about how the original Deus Ex involved nano augmentations and how it hinted that mechanical augmentations were something that preceded it. So they took the mechanical augmentation idea and ran with it as a basis for the prequel, but DeMarle also said that focusing on the mechanical augmentations gave more opportunities to create more visually diverse characters. She then said that they wanted to look at how these mechanical augmentations would be perceived via issues that society deals with and what prejudices spring forth as a result.

But to make it all feel relevant, DeMarle stressed that the team needed to make the science real and that's where Will Rosellini came in. His company, MicroTransponder, is working on an actual implant that uses RF energy to combat various neurological diseases, but Rosellini is also a big fan of games. While he was disappointed in Deus Ex: Invisible War, he contacted the development team because he felt that a new Deus Ex game could make some interesting predictions about the future of implants and the technology surrounding them.

DeMarle continued by saying that the development built out an entire timeline that traced the history of augmentation and then predicted where it would go. She used Oscar Pistorius--a double amputee sprinter who uses special carbon-fiber prosthetics to run--as an example of a predicted turning point where those with implants integrate with those who do not have them.

She then went into an explanation of how the augmentations were developed for Human Revolution. The development team started with augmentations that naturally fit within the gameplay pillars of stealth, hacking, combat, and social abilities. For stealth, as an example, the team wanted to make sure that there was a cloaking augment. But for other abilities, DeMarle said that the team started off with ridiculous ideas, like a bungie augment that let Adam Jensen (the game's lead character) jump from any height and safely land to the ground, but by tempering the idea and making it work within the universe, it eventually became the Icarus Landing System.

Rosellini then explained how augmentations are already a very real part of society. Surprisingly, he cited his own experience as a pitcher for the Arizona Diamondbacks as an example of people already using augments as a means for getting an edge over others. In this instance, he said, the edge was a drug (or steroids) as opposed to something more physical, but the intent was the same. He then referred to the iPhone and used it as evidence of not only how quickly technology advances when funding is behind it, but also as an augment in itself. More people are carrying around smartphones than ever before, and oftentimes people wouldn't even think of leaving the house without it.

There was also a discussion about what happens in the world of Deus Ex as a result of mechanical augmentations being introduced. DeMarle explained that a whole new middle class springs up as a result of new opportunities being offered to those who are able to work more difficult jobs because of their augmentations. Problems arise when the mechanical becomes better than the real, according to DeMarle, and that creates the friction in Human Revolution's world. And that's just skimming the surface of the debate. There is also the question of drugs used to keep bodies from rejecting the implants and how people get addicted to the drug itself. Rosellini addressed how this is based in reality because the body does whatever it can to reject foreign objects (for example, the inflammation that occurs due to a splinter) and that people generally don't like wearing things that exist on top of the body, but rather are a part of it.

The takeaway: Sometimes, people take sci-fi for granted. Audiences may not really appreciate the amount of work and research that goes into creating a world that is not only fantastic, but also realistic and relatable. By incorporating real science and sociology into its universe, the development team of Deus Ex: Human Revolution hope that people will be able to instantly understand its message and what the implications are of Adam Jensen's actions in the game.

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DreamStation.cc: Gears of War 3 Audio Range of Products Announced by Mad Catz

DreamStation.cc
PlayStation 3, Wii, Xbox 360, Nintendo DS, PSP, and PC news, reviews, interviews, podcast, and discussion forums.
Gears of War 3 Audio Range of Products Announced by Mad Catz
Jul 21st 2011, 20:25

Range Includes Throat Communicator, TRITTON(R) Performance Stereo Headset and TRITTON(R)Dolby(R) 7.1 Surround Sound Headset.

San Diego, CA, July 21, 2011 — Mad Catz Interactive, Inc. ("Mad Catz") (AMEX/TSX: MCZ) announced today a new range of licensed Gears of War 3 audio products for the Xbox 360(R) video game and entertainment system from Microsoft(R), expected to ship alongside the launch of the game in time for the holiday 2011 season. The new product range will be previewed at the Comic-Con International 2011 exhibition and is available for pre-order today.

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"Gears of War 3 is one of the most anticipated titles arriving for holiday 2011, surpassing 1 million pre-orders to date," said Darren Richardson, the President and Chief Executive Officer of Mad Catz Interactive, Inc. "We are convinced that gamers will appreciate the competitive advantage achieved via our high-quality audio products and that the range will be highly sought out this holiday season."

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Products available as part of the range include the Throat Communicator, the Performance Stereo Gaming Headset and the Dolby 7.1 Surround Sound Headset.

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Additional information and pre-order information is available at http://store.gameshark.com/GW3 Developed by acclaimed studio Epic Games, "Gears of War 3" launches worldwide on Sept. 20, 2011, and is available for preorder today in three distinct editions - Standard ($59.99 USD), Limited ($79.99) and Epic ($149.99). For additional details on the game, please visit http://gearsofwar.xbox.com.

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