Wednesday, 29 February 2012

Classic Video Games: What's Hot Now: Killer Shark - Arcade Shooter

Classic Video Games: What's Hot Now
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Killer Shark - Arcade Shooter
Feb 29th 2012, 11:08

Just a year after video games made their debut in arcades, SEGA unveiled the first coin-op cabinet to star the most terrifying aquatic creature, the Killer Shark. While this light gun arcade shooter gained considerable notoriety from its cameo in Steven Spielberg's classic monster shark movie JAWS, it turned out that Killer Shark was actually not a video game at all, but a mechanical achievement in coin-op animation.

The Basics:

  • Publisher/Developer: SEGA
  • Release Date: 1972
  • Genre: First Person Shooter - Light gun
  • Type: Coin-Op Upright Arcade Game (Mechanical)

At a glance the first arcade game to feature one of the ocean's deadliest predators looks like one of the most advanced video arcade machines of its time. The cabinet is shaped just like a traditional light gun coin-op arcade unit and the game's first person graphics are spot on, showing a toothy shark swimming towards the player in attack. The animation was so advanced that while it looked, felt and contained all of the elements of a FPS video game, Killer Shark was SEGAs final mechanical game.

History of Killer Shark:

Arcades existed long before the advent of the video game, dating back to the 19th century with penny arcades and midways that featured all sorts of coin operated amusement devices including shooting galleries and nickelodeons. In the '30s pinball gained rapid success and soon games were the primary draw to the arcade.

Then in 1971 the very first coin-op video game cabinets hit arcades, pizza places and coffee shops; Computer Space and Galaxy Game. This new form of gaming was an instant hit. By the next year video games, mostly Pong and Pong clones, started popping up, with players lining up to take a turn at this new technology. The demand for new games was extremely high, but manufacturers couldn't design, program and manufacture them quickly enough.

To try and keep the coins flowing, SEGA, a manufacturer of mechanical arcade games, took a video arcade cabinet and built out a light gun shooter with on-screen animation that appeared to be a super advanced video game, but was all done mechanically with lights, mirrors and moving parts.

The game was called Killer Shark and released to moderate success, but three years later (1974) it would have its name was sealed in infamy with an appearance in the historic horror flick JAWS. Approximately 54 min into the film a gamer is seen playing Killer Shark at a local beachside arcade in the community of Amity Island. The use of the game is shown as a juxtaposition of the local government's disregard of a shark warning by local sheriff Martin Brody (Roy Scheider). This bit of levity left a major impression on audiences and made Killer Shark the first, and most famous shark arcade game ever.

The same year they released Killer Shark, SEGA shipped a near identical game titled Sea Devil. The only difference between the two is that the deadly underwater threat was a manta ray.

The secret behind the on-screen shark animation is similar to the ancient zoetrope animation wheels. A series of shark illustrations were printed onto slides and placed sequentially on a circular disk. Light was then projected onto the disk, projecting the shark slides onto a mirror. The mirror reflected the shark image onto a frosted glass cabinet screen. The space between the slides created a flickering effect similar to a film projector. When the player's eye absorbs the light from one frame just as the next appears, it created the appearance of a moving image.

Gameplay:

Players took the role of an underwater diver and shark hunter who used their harpoon gun (a mechanical light gun) to shoot at oncoming sharks. If they successfully hit it, the image is switched out with a bleeding and flailing shark.

Trivia:

  • SEGA was founded in 1940 as a mechanical coin-operated amusement game company, but once video arcade games hit the scene they quickly switched over to the new medium.
  • Killer Shark and Sea Devil ended up being SEGA's final mechanical games. In 1973 they fully switched over to video games and never looked back.

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viedogame: Hyperdimension Neptunia mk2 Ships Into Stores Across North America

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Hyperdimension Neptunia mk2 Ships Into Stores Across North America
Feb 29th 2012, 08:32

Santa Ana, Calif. (February 28, 2012) â€" NIS America is excited to announce that Hyperdimension Neptunia mk2 for the PlayStation 3 Computer Entertainment System ships to retailers nationwide today, February 28th. Hyperdimension Neptunia mk2 is the sequel to the popular RPG Hyperdimension Neptunia, in which you control personifications (humanoids) of videogame consoles whose objective is to protect the world of Gamindustri. In Hyperdimension Neptunia mk2, the four heroines are the younger sisters of the CPUs (Console Patron Units) from Hyperdimension Neptunia. Once again, fans can indulge in the mysteries and adventures found within Gamindustri!

neptuniamk2_cover

About Hyperdimension Neptunia mk2

Return once more to the world of Gamindustri, where the Criminal of the Free World, Arfoire, has defeated the four CPUs of Gamindustri. It is now up to their younger sisters to free them from captivity.

Nepgear, the CPU Candidate of Planeptune and younger sister to Neptune, sets out on her quest with IF and Compa to regain Gamindustri’s prosperity, stop the syndicate of evil that Arfoire created, and set her sister free! During her travels across the world, Nepgear will encounter friends new and old, meet the other CPU Candidates, and take care of any monsters that stand in her way in this classic JRPG tale of good versus evil!

Features
• An all-new free-roam battle system offers more strategic combat.
• A streamlined combo system allows for faster combat flow.
• New item synthesis system lets you craft items and weapons.
• Fight in the Coliseum to test your might and face powerful opponents.

For more information and the first trailer, please visit NISAmerica.com/games/neptunia2

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viedogame: Mortal Kombat Komplete Edition Fights Into Stores Everywhere

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Mortal Kombat Komplete Edition Fights Into Stores Everywhere
Feb 29th 2012, 08:26

The Fight Continues in Expanded Version of Award-Winning Fighting Game On Xbox 360 and PlayStation 3 system.

Burbank, Calif. â€" February 28, 2012 â€" Warner Bros. Interactive Entertainment today announced Mortal Kombat Komplete Edition is now available at retailers in North America on the PlayStation®3 computer entertainment system and the Xbox 360® video game and entertainment system from Microsoft. Mortal Kombat Komplete Edition offers a content-rich version of 2011’s acclaimed Mortal Kombat, which has sold more than three million units worldwide and was named 2011’s Fighting Game of the Year by Game Informer Magazine, Spike TV Video Game Awards and the Academy of Interactive Arts and Sciences.

Mortal Kombat Komplete Edition delivers the critically acclaimed game, all previously released downloadable content (DLC), plus digital downloads of the 2011 release of Mortal Kombat: Songs Inspired by the Warriors album with a bonus track, and the classic 1995 Mortal Kombat film on the PlayStation®Store or Zune Video Marketplace on Xbox LIVE®.  The DLC includes fan-favorite warriors Skarlet, Kenshi and Rain, as well as the infamous dream stalker Freddy Krueger. The game also offers 15 Klassic Skins and three Klassic Fatalities (Scorpion, Sub-Zero and Reptile). Mortal Kombat: Songs Inspired by the Warriors is a collection of electronic music inspired by the game and is executive produced by JFK (of the DJ/ production duo MSTRKRFT and Death From Above 1979) and includes the popular track Reptile by the Grammy awarding winning artist Skrillex.

“Mortal Kombat Komplete Edition is a result of the team’s hard work and a culmination of all the success the Mortal Kombatfranchise achieved last year,” said Ed Boon, Creative Director, NetherRealm Studios.  “We are extremely appreciative of our fans and pleased to deliver this complete experience in one package.” 

The 2011 release of Mortal Kombat was a triumphant return to the game’s original mature presentation offering over-the-top fatalities and cringe-worthy X-ray moves. Going back to a 2D fighting plane, this latest iteration in the franchise introduced a number of new gameplay features including Tag Team, Challenge Tower, and a deep story mode. Players can choose from an extensive lineup of the game’s iconic warriors and challenge their friends in traditional 1 vs. 1 matches, or take on several players in the innovative online King of the Hill mode.

Mortal Kombat Komplete Edition is now available in North America for $59.99 on the PlayStation®3 computer entertainment system and Xbox 360. The game is rated M for Mature by the Entertainment Software Ratings Board (ESRB).

For more information about Mortal Kombat Komplete Edition,please visit www.themortalkombat.com, on Facebook at www.facebook.com/mortalkombat or on Twitter @MK_Mortalkombat

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viedogame: EA Sports SSX Rides Into Stores

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EA Sports SSX Rides Into Stores
Feb 29th 2012, 08:06

Explore Mode, Global Events and RiderNet Headline an Online Feature Set that Will Redefine Social Competition.

REDWOOD CITY, Calif.â€"(BUSINESS WIRE)â€"Electronic Arts Inc. (NASDAQ:EA) announced that EA SPORTSâ„¢ SSXâ„¢is available in retail stores throughout North America today and by March 2 around the world.* For the first time ever SSX, what IGN® calls “An amazing, exhilarating ride” and “The game this generation has been missing”, is available in high definition on the Xbox 360® videogame and entertainment system and PlayStation®3 computer entertainment system. One of the most critically-acclaimed titles coming out of E3, SSX is currently featured on 15 ‘Most Anticipated Games of 2012’ lists.

“We’re extremely proud to finally bring back the SSX franchise, one of the greatest wholly-owned IP franchises from EA SPORTS,” said Dean Richards, General Manager, Team & Action Sports, EA SPORTS. “We’ve built SSX with the latest technologies giving it a more modern look and feel, but everyone who has played it has agreed â€" this is 100 percent SSX at its core.”

A modern day reinvention of one of the most critically acclaimed arcade franchises of all-time, SSX will allow players to experience the franchise’s signature fun and adrenaline-packed gameplay across iconic regions all over the world. Using NASA topographical satellite data, SSX has a massive world for players to explore. Throughout nine expansive regions, SSX packs reality-defying gameplay into every run letting players Race, Trick, and Survive as they descend huge open mountains. In addition, Explore, Global Events and RiderNet â€" the SSX recommendation engine - headline an online feature set that will redefine social competition for gamers, making it fun and easy to compete with friends with no lobbies or wait times.

Become a fan of SSX on Facebook via www.facebook.com/easportsssx or follow us on Twitter @EASPORTSSSX. For more information visit http://www.ea.com/ssx. SSX was developed by EA Canada and is rated E by the ESRB, and PEGI 3.

For more information about EA SPORTS, including news, video, blogs, forums and game communities, please visitwww.easports.com to connect, share and compete.

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viedogame: PC | Da New Guys: Day of the Jackass Review

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PC | Da New Guys: Day of the Jackass Review
Feb 29th 2012, 03:30

Da New Guys: Day of the Jackass looks old and plays old. But that is not a bad thing, because this intentionally retro point-and-click adventure from indie developer Wadjet Eye Games has been geared to evoke memories of the glory days of Sierra and LucasArts in the late 1980s and early 1990s. This is an old-fashioned adventure like Roberta Williams used to make, complete with all of the pixel hunts and maddening puzzles that made the genre so beloved back in the day. A mostly charming all-ages story about wrestlers and streamlined scope make this trip back in time well worth taking for any aficionados of the genre.

As in the first adventure in the Da New Guys series released back in 2005, the plot revolves around the seedy world of second-rate pro wrestling. You once more step into the tights of Da New Guys, a baby-faced trio composed of the Brain, Simon, and the Defender. As the action begins, the Brain somehow weasels his way to winning the title belt. Other wrestlers in the Wrestle Zone circuit aren't too thrilled with this development, since the Brain is one of the worst grapplers to ever go over the top rope. They attack him in his apartment on the night of his big win, which forces you to lead him out a window and into an alleyway…where unknown assailants in a van kidnap him. From this point on you hit the town on a hunt for the Brain, playing as the Defender, Simon, and even the pint-sized criminal mastermind from the last game, Smiley Joe.

The story is lighthearted enough to be suitable for virtually all ages, though the odd expletive makes things slant slightly towards the older crowd. Graphics and sound are very out of date. Resolution tops out at 640x480, for instance, which hasn't been anywhere close to cutting edge since Bill Clinton was in the White House. Characters and backgrounds are drawn roughly and filled in with plain, cartoonish colors. Most scenes aren't packed with too many objects, which makes it easier than usual to spot and pick up the items you need to collect to solve puzzles, open doors, and just generally move forward through the adventure. The only somewhat modern aspect of the presentation is the voice acting. Every line of dialogue is spoken, which wasn't the case in the pre-CD days when you spent a lot of time reading your way through adventures. Most of the voice acting is handled quite well. This isn't master thespian stuff, to be sure, but the lines are spoken by talented actors who do a good job of bringing the slapstick saga to life.

Gameplay unfolds as a pretty standard point-and-click adventure. You explore rooms, collect random pieces of junk, chat up strangers to see about the usual odd jobs, and so forth. It's all very easy to get into, mostly because chances are good that you've played a game just like this a few dozen times before. With that said, Da New Guys: Day of the Jackass isn't particularly easy. As in the old-time adventures that the game emulates, there are some formidable leaps of logic here. You may need to use wet paint to forge a signature, deploy hair gel to loosen a handle, keep a door open with cheese, or wet down a wire to blow open a lock.

Many puzzles can't be beaten until you open them up with dialogue, which makes things confusing in spots. At one point, for instance, you know you need to open a locker to get a teddy bear, but the game doesn't let you do it even after you have figured out the combination of items that makes this possible. Instead, you must leave the room and find the person who wants the teddy bear, and only then can you combine the objects and spring teddy from his prison.

So you will get stuck. But, thankfully, the game isn't so big that you will get stuck for very long. As noted above, the backgrounds are pretty simple. This means there aren't all that many objects to be acquired. Just about everything you find has some use at some point, and those that aren't necessary for a while can't be picked up until their time has come. This is a big help, since your inventory is never so cluttered that you can't tell what to use on what. When you get stuck, you can generally experiment with the handful of different objects in your inventory until something clicks. Or you can go back to the fairly limited number of locations in the game and see what you might have missed. In the end, this relatively limited scope makes the game more fun and challenging than frustrating, which is a real step above many sprawling adventures from back in the day.

As a trip back to two decades ago when Sierra ruled the PC adventuring world, Da New Guys: Day of the Jackass is a real success. The game looks, sounds, and plays like a lost classic from the golden age of adventure games circa 1992, complete with a cute premise, a cast of likable lunks, and some of the flaws that annoyed even adventure diehards way back when. Still, this is a charming adventure true to its roots, warts and all, which makes it a worthwhile play for genre fans up for a few nostalgic evenings.

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viedogame: Wii | The Last Story Review

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Wii | The Last Story Review
Feb 29th 2012, 05:05

The Video Review

Watch this video

Mark explores the beautiful city of Lazilus in this video review for The Last Story.

UK REVIEW--As you begin your journey in The Last Story, you get the feeling you've seen this all before; the maniacal dictator seeking ungodly powers, the crisis that threatens the survival of the world, and the band of shockingly youthful renegades, with even shockingly bigger swords, whose job it is to put it all right again. It's a familiar tale, but The Last Story is far from a familiar game. It's a deep, fast-paced JRPG, that evolves the genre in ways that enhance its existing tropes, without stripping away at its soul.

Zael and his band of mercenaries make a formidable battle team.

The best of the West is blended with the best of the East, resulting in a fantastically unique, exciting battle-system, beautifully rich visuals, and a story that--while familiar--has you feeling the deepest of care for the characters that live it. It's not just a fantastic JRPG, but a fantastic game in its own right, delivering moments of touching romance, disparaging betrayal, and eruptive action, all with a poignancy that makes those moments feel like they've come straight from the heart.

A lot of that comes down to the cast of characters; a ragtag group of mercenaries for hire who never know where their next paycheck is coming from and live from one job to the next. It is their various drives and wants that propel you through the story. Lead character Zael has fairytale dreams of knights and princesses; the group's leader Dagran craves the respect of the people, which is something he can never hope to achieve as a mercenary; and others, like Syrenne, simply enjoy a stiff drink and regular fisticuffs. Sometimes those desires collide with one another, creating tensions and conflicts that make their journey together all the more compelling.

These tensions come to a head when Lisa joins the group. Her mysterious past piques the interest of spiky-haired protagonist Zael--whom you spend the vast majority of the game playing as--with their blossoming relationship and its resulting ups and downs adding a hefty dose of melodrama to the proceedings. Sure, in true JRPG style, it can get a little saccharine, but it's balanced out by an overarching plot that introduces warring nations, corrupt governments, and the very survival of the land itself. There's even a sprinkling of religious iconography that gives you plenty to read into if you're eager to further immerse yourself in the richness of the narrative.

While the story is a sprawling epic, the world you explore is less so, at least at face value. Events take place on Lazulis Island, on which a single city serves as the main hub for your adventures. Its cobbled streets, seedy taverns, and stonewalled castles are filled with all manner of citizens--some eager to strike up a conversation, others to sell you some of their wares--that create a lively and atmospheric environment that touches on aspects of the Middle Ages, without being too heavy handed with its themes.

Despite being set in a single city, there are still a wide variety of quests. One moment, you're fighting off hordes of enemies in Lazulis castle; the next, you're enjoying a quiet drink in Ariela's Tavern before being whisked away to explore musty underground caverns deep beneath the surface. Between quests, you're given the freedom to explore the city--to talk to its citizens, to go shopping, to soak up the medieval ambiance. There are many side quests to complete too. Some are your typical fetch quest, but others go further, asking you to rescue lost children, learn how to swim, or go on dates with various singletons from the city. Such freedoms do wonders to distract you from the fact that the main story quests are largely linear in nature, with the excellent narrative just willing you to push onward.

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Tuesday, 28 February 2012

viedogame: Binary Domain Now Available in Stores

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Binary Domain Now Available in Stores
Feb 29th 2012, 06:41

Infiltrate a futuristic Japan and discover the secrets behind the mysterious “hollow children” in this narrative-driven shooter from the Yakuza creators.

SEGA of America today announced that their highly anticipated third-person squad-based shooter, Binary Domainâ„¢, is available now for the Xbox 360 and PlayStation3 at retailers across North America.

Created by Toshihiro Nagoshi, the man behind some of SEGA’s most well-known franchises including the critically acclaimed Yakuza series, Binary Domain puts players in the middle of a fast paced and intense battle against an army of robots that threaten the future of mankind. Set in Tokyo 2080AD, a city polarized by poverty and the increasing use of technology, a battle for resources persists against the backdrop of a world that has been ravaged by extreme climate changes. When an illegal robot-human hybrid known as a ‘hollow child’ attacks an American robotics corporation, the world as humanity knows it changes forever. Players control Dan Marshall, part of the covert operations R.U.S.T. crew, on a vital mission that sees them fighting through both the slums of the derelict lower city and picturesque upper city environments to discover who is creating these hollow children.

Binary Domain’s ground-breaking voice-controlled Consequences System focuses on the player’s interaction with his or her squad mates, with conversational decisions directly influencing the trust levels between you and your teammates. Binary Domain also features a mix of competitive and cooperative multiplayer modes, spread across seven different game types including Free for All, Deathmatch, Domain Control and Operation, as well as five different player classes to choose from. With a central branching storyline, voice recognition in combat and conversation and AAA shooter mechanics, Binary Domain offers something genuinely distinctive to the genre.

For more information please visit http://www.sega.com/games/binary-domain/.

For more news, follow SEGA on Twitter @SEGA or like us on Facebook www.facebook.com/sega.

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viedogame: Major League Baseball 2K12 Demo Now Available for Download

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Major League Baseball 2K12 Demo Now Available for Download
Feb 29th 2012, 06:39

Features Texas Rangers against St. Louis Cardinals in rematch of 2011 World Series.

New York, NY â€" February 28, 2012 â€" 2K Sports today announced that a free demo of Major League Baseball® 2K12 is now available on the Xbox LIVE® Marketplace for the Xbox 360® video game and entertainment system from Microsoft and the PlayStation®Network for PlayStation®3 computer entertainment system.

The demo allows players to relive 2011’s thrilling, back-and-forth World Series and play three innings as the Texas Rangers or St. Louis Cardinals. In addition, it showcases many of MLB 2K12’s improved features, including the dynamic tendencies system that adjusts pitcher and batter ratings as the game unfolds; a revamped throwing system; and a new hit distribution system with more varied and realistic hit types.

This year’s edition of MLB 2K will allow players to experience the authenticity and excitement of a real baseball game, and also a chance to win $1,000,000. The Perfect Game Challenge returns for the third consecutive year with MLB 2K12, and is bigger than ever. The new format will utilize a dynamic leaderboard that ranks the top eight perfect games thrown. At the end of the competition, the top eight competitors will face each other in a live $1 million tournament.

MLB 2K12 is rated E for everyone by the ESRB and will be available March 6, 2012 for Xbox 360, PlayStation®3, Wii™ system, PlayStation®2 computer entertainment system, PSP® (PlayStation®Portable) system, Nintendo DS™ and Windows PC.
For more information about MLB 2K12, please visit facebook.com/mlb2k.

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Classic Video Games: Shigeru Miyamoto is Everywhere!

Classic Video Games
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Shigeru Miyamoto is Everywhere!
Feb 28th 2012, 22:44

Miyamoto. Miyamoto. Miyamoto, all I see is MiyamotoHistoric game designer and producer, Shigeru Miyamoto, the creator of Donkey Kong and Super Mario Bros. seems to be exploding in the news lately.

  • First Miyamoto announced his retirement from big console games to return to his retro roots to make smaller games
  • Nintendo responded by explaining that Miyamoto was in fact not retiring from his passion as Senior Managing Director and General Manager of Analysis and Development Division.
  • The news on Miyamoto took a brief pause for retrospectives on Miyamoto in honor of the 26th anniversary of The Legend of Zelda, another historic game created by Shigeru Miyamoto.
  • Then Miyamoto's next game was announced, Pikmin 3 for the Wii U. A game that's been in development for 3 years.
  • Now, Miyamoto is mysteriously hinting at announcing an all-new original game at the 2012 E3 Expo.

Could this possibly be just a bit too much Miyamoto?

Nahhh!

In honor of Miyamoto popping up every where you turn, I'd like to present our newsiest article: Shigeru Miyamoto - The Historic Creator of Mario, Donkey Kong, and Zelda

And that's all the Miyamoto your getting right now...unless you check these out...

Photo courtesy of Nintendo

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viedogame: Crytek dev confirms Durango code name of next Xbox?

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Crytek dev confirms Durango code name of next Xbox?
Feb 28th 2012, 20:53

Twitter post regarding "Durango developers summit in London" quickly pulled, along with developer's entire account.

Rumors that the next Xbox is codenamed Durango were apparently on the money, and the system is far enough along to be the subject of a developers' summit, according to a Twitter post from a Crytek developer today.

As spotted by a member of message board NeoGAF, a technical artist at the German studio behind Crysis said on Twitter, "Enjoying the Durango developers summit in London. So far, great swag and interesting talks." The post was pulled and the corresponding account deleted within hours.

The "Durango" code name first surfaced in rumors related to the Next Xbox system earlier this month. This isn't the first time Crytek has been at the center of next-gen scuttlebutt. Last year, a report cited a high-ranking industry source at Crytek with news that the next Xbox would be unveiled at the 2012 Electronic Entertainment Expo, along with TimeSplitters 4. The studio denied the news, but found itself pulled back into the rumor mill at year's end, when a former employee's resume said the Crytek's Ryse was being readied for the next Xbox.

As for the still-unannounced system, speculation has run wild as to its form, capabilities, release date, and price. The latest rumors say the Xbox 360 successor could boast a tablet controller, play Blu-ray discs, block used games, and cost as much as $500. For more on the next Xbox, check out GameSpot's rumor roundup concerning the new hardware from Microsoft.

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viedogame: Limbo developer exploring iOS, Android ports

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Limbo developer exploring iOS, Android ports
Feb 28th 2012, 22:23

Playdead platform programmer job listing reveals studio "investigating" ports for Apple, Google's operating systems, as well as Windows 8 and browsers.

Playdead's black and white platformer Limbo may be climbing onto new platforms. A new job listing at the Danish developer (via Shacknews) indicates that the studio is "investigating" new platforms, including iOS, Windows 8, Android, browsers, and "others," for potential future ports.

"We have already released a game on X360, PS3, Windows, OSX, and OnLive and we are continuously investigating other possible platforms," reads the job listing. "We are currently investigating [the] following new platforms: iOS, Win8, Android, NACL, and other platforms could become relevant as well."

Limbo was not specifically called out in the job listing, but the shadowy 2010 platformer is the only title the studio has shipped. That game debuted on Xbox Live, and subsequently arrived on Mac, Windows PC, the PlayStation Network, and streaming service OnLive. In its job listing, the studio also noted that it is "working on our next title, following the release of Limbo."

For more on Limbo, check out GameSpot's review of the Xbox 360 version.

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viedogame: Bungie founder discusses new mobile game studio

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Bungie founder discusses new mobile game studio
Feb 28th 2012, 22:39

Alex Seropian reveals Industrial Toys investing "millions in this space," and forming a "dream team" to build first community-driven game, in development for iOS, Android.

Alex Seropian's decades-long career in games has seen him on the winning side and the losing side of the business. He founded Bungie Studios in 1991 and co-created the Halo first-person shooter phenomenon. After experimenting with outsourced game development at Wideload Games, he most recently oversaw Disney's games division through a time that saw the closure of Propaganda Games and Black Rock, as well as the cancellation of Pirates of the Caribbean: Armada of the Damned.

Seropian left Disney earlier this month for Industrial Toys, a new mobile game company where he serves as founder and CEO. The studio's aim is "mobile games for core gamers."

GameSpot caught up with Seropian today and discussed the new studio, its focus on community involvement, the "dream team" he is assembling, and how he is nervous, but hopeful for the future of the Halo brand.

In the talk, Seropian also spoke about his experiences at Disney, with specific mention of the "distractions" that come with working for such a large business entity.

GameSpot: We have heard the promise before: "mobile games for core gamers." How are your games going to fulfill that promise in ways others haven't?

Alex Seropian: The things that we're focused on simply fall into three categories: plan, team, and execution. Our plan is really to treat the device like it's its own platform. So many core offerings are brought over to the platform from other places, and the ones that aren't are developed with that mindset. So one of the things we're working on constantly doing is tearing away those preconceptions of what a core game is and starting over with the ideas that we have on that mobile platform. And it really just boils down to designing for the device.

The second thing is our team. We are going to invest millions in this space. And we are assembling what I think is a dream team to go after core gamers on mobile and we haven't even announced half the folks that are working on our first project. In the coming months we hope to be able to talk about more of the people who are working on it. And I think that's one of the most fundamental things about it, is the talent.

"We are going to invest millions in this space"

And the third bit, about execution, it really comes down to production value. The teams that are working really well on mobile right now I think bring a lot of production value but don't necessarily bring a lot of scope, which I think makes a lot of sense for the device. Because the play pattern on mobile is so much different from other platforms in terms of how people engage with the game. Some people will sit on a couch for a long time, but often they don't. Often they'll be in and out. And you have to keep that in mind, to design to that play pattern. How you treat scope has a big impact on that. Designing big long levels where you have to engage 30 minutes at a time doesn't work so well. Creating scope for production value is good…everyone loves production value, right? Great story, great visuals--bringing that to the platform could be really cool.

GS: You founded Bungie, one of the biggest, most-respected developers out there, but you left to form Wideload Games. What kinds of things are you doing with this company that you couldn't with Wideload, Bungie, or Disney?

AS: The biggest thing is the scope of the games we can build on this platform. The development timelines are just much shorter. And also the way that the platforms works, which is true for most platforms now. Both those things amplify our ability to make the gamer part of the development process. And that's one of the things we fully intend to do. Letting the gamers be the 12th man on the field. Because the iteration cycles are quick, and you can get things out, and it's live, and keep releasing content updates. We can build that--the community--into our games. And that's pretty cool.

GS: Your Facebook page says your games will be a collaboration between game designers and users. What does this mean?

AS: I think one way to look at is a lot of games right now have communities that surround the game, and it builds an ecosystem. And you could imagine a game where the community doesn't just surround the game, but the community is part of the game, the community is inside the game. I think that's a subtle shift, but it would be very impactful. Making people part of the experience is the approach we're taking.

GS: You say your games are going to "go deep" on story and community; Does this mean you think these areas are lacking?

AS: On mobile, absolutely. Mobile is a young market and while we've seen a lot of innovation, and I think part of the reason we see a lot of innovation is because the platform is so accessible to developers. And you have a lot of people developing for it. And even without that, we've just started to scratch the surface. I don't think we've seen a lot of excellence in craft at all, in all aspects. In some cases there's some very clever design. I think Temple Run is very cleverly designed, but I think there's lots of areas to improve on in mobile.

GS: Is there a specific genre you are targeting for your first game?

AS: We have a couple of ideas that we think are cool [for] the mobile market, and there are some very meaningful genres that really have yet to be properly defined on the platform. So our first title is going to be one that means to invent for the first time a meaningful genre. We're not ready to talk about what the first project is, but we're gonna go after something that I think a lot of gamers will like, in a new fresh way that makes a lot of sense for the place.

GS: What about platforms?

AS: I don't think we're keeping any secrets about the platforms per se. We are users and customers of both iPhone and Android and those are strictly platforms that we are actively working on right now.

"You could imagine a game where the community doesn't just surround the game, but the community is part of the game; the community is inside the game."

GS: Will Industrial Toys develop multiple titles simultaneously?

AS: We have a lot of ideas and sometimes it's hard to push ones aside, but we want to be very focused in the beginning to be a top class AAA developer. We want to make the best game ever made (laughs). And to do that you have to focus. So we are going to be laser focused on our first title.

GS: Mobile studios seem to be popping up every week. What's your opinion on the $60 boxed retail game compared to the bite-sized mobile experience?

AS: I think there's definitely a market for those big budget, $60 console titles, but that market has changed a lot. In a lot of ways it just started to mature and narrow. And as far as how the business of that part of the market works: it's challenging. Because in order to make one of those products you have to be willing to risk $50 million to $100 million. And in that scenario, it's only a handful of companies who can do that on a regular basis. It makes it very difficult to innovate in that space. So I think what you will see, and we're already seeing it, is that the titles that succeed there--and the ones that will be greenlit--are going to be the ones on big established brands and in big genres that are really well known. And you will get super high production value, very refined experiences like Skyrim and Mass Effect 3, and Call of Duty. But you aren't going to see a lot of innovation going on in that space.

Whereas on mobile it's completely the opposite. We're in a very formative stage right now where a lot of attention is on mobile and you'll see a lot of innovation in the form of how UIs work, how controls and certain mechanics work. You'll see all that foundational work happening in the now, where it's already happened on console. You get a little of that stuff in the digital space on console, but not in that $60 boxed space anymore.

GS: You had no desire to to get back into console games?

AS: I had no intention to go into making console games again, because from a business perspective, the opportunities on mobile are really really interesting right now. The ability to go and do something meaningful really exists in the mobile space. It's really hard to go into that on console right now.

GS: Is there a target headcount Industrial Toys is hoping to achieve?

AS: We intend to be around 12 folks as quickly as we can and then we'll go from there. That's our first milestone.

GS: You left Disney earlier this month and landed quickly at Industrial Games, can you walk me through those few weeks…you didn't want to take vacation?

AS: I am just extremely energized about what we're doing and I am an entrepreneur at heart. And building things is really a great creative experience as well as building a team. The project is the team. And the team builds the game. Putting together the team is a very energizing and exciting thing to do. When I left Disney and got Industrial Toys started, I did not want to take a vacation.

GS: At Disney, you headed up the games division during some pretty tumultuous times, with the closure of Propaganda and Black Rock, and the cancellation of Pirates of the Caribbean: Armada of the Damned. What kinds of lessons have you taken from your experiences at that company?

AS: Really, the simplest and most meaningful lesson from all of that, and it's the same lesson that I've learned early on, is that what really matters is the product. What really matters is making a great product that people want. That's what really matters. At a big public company it's very easy to get distracted by 'We need to make our fiscal year-end numbers.' People think that's the goal. And in fact, a lot of businesses operate on a spreadsheet that way. 'This is our goal, to make this much money, let's figure out how to do that.' And it's very easy to try to shade your way to success by eliminating projects or people to make that bottom line number look the way it needs to look. But really, that doesn't matter to the customer, and that doesn't matter to your long-term success. But what really matters is focusing on the product. At a big company there's challenges to make that happen. At a small company, there are also challenges to make that happen; they're different, but the goal is the same.

"At a big public company it's very easy to get distracted by 'we need to make our fiscal year-end numbers.' People think that's the goal"

GS: Are you considering development for the 3DS or Vita?

AS: Both of those platforms are very interesting, but I think at this time no. We do not intend to develop on those platforms.

GS: Why not?

AS: I would say on the 3DS side, the way distribution works on that platform and the way cost of goods work on that platform just don't make a lot of sense for us and our business model. The target on that platform would be very difficult--nigh impossible--for us to do things like build our communities. And to operate under the business model we intend to operate under.

And with Vita, it's sort of 'wait and see.' It could be possible to do what we're doing on Vita, if the market shows up. But we would wait to see if the market is going to show up there.

GS: A quick one about Halo and Bungie. You've been away from Bungie and Halo for a while now, but I'd assume the franchise remains close to your heart. How do you feel about the franchise being in the hands of Microsoft and 343 Industries?

AS: It's so crazy in an interesting way. I've been an observer for a while now. So much has gone on with the franchise. I will say the encouraging thing is that I know a lot of the folks at Microsoft working on it and they are great people. I'm very hopeful that the team there is very fantastic. They are certainly treating it with a lot of care and respect. And applying the resources you'd like to see applied to a franchise like that. I'm hopeful that it will continue to bring the high production value and cool experiences it's known for.

GS: Did you play Halo: Combat Evolved Anniversary?

AS: Yeah. It brought back a lot of memories. It was all great.

GS: Is any part of your nervous about Halo 4?

AS: Yeah, a little bit. But I don't think I can be anything other than hopeful that it will be great. We'll see. Halo is one of the crown jewels in the Microsoft gaming IP, if not the crown jewel, so you would expect nothing less than for them to take the time needed and apply the resources needed to make it great. I would be pretty surprised if they wiffed it. Maybe it will bring a fresh perspective, and that's so hard because there's so many fans that are used to a particular thing that bringing something new is often…it's hard to bring something new to a franchise that's so established. I'm looking forward to it.

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viedogame: Double Fine entering 'The Cave'?

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Double Fine entering 'The Cave'?
Feb 28th 2012, 22:45

[UPDATE] Psychonauts developer seeking trademark for use in "game software"; company confirms filing not related to Kickstarter project.

Double Fine may be getting metaphysical with its next project. As spotted by Siliconera, the San Francisco-based developer has filed an application to trademark "The Cave" with the United States Patent and Trademark Office. The mark would be used for "computer game software and video game software."

The game company's latest trademark application was originally filed on February 22, some two weeks after it raised $1 million through crowd-sourced funding service Kickstarter. That funding, which currently stands at nearly $2.3 million, is to be used to create a classic adventure game akin to studio head Tim Schafer and Ron Gilbert's Monkey Island series.

Beyond the Kickstarter project, Double Fine has found recent success with smaller-scale downloadable efforts. These projects have included Stacking, Iron Brigade (nee Trenched), and Sesame Street: Once Upon a Monster. The studio is also at work on a project led by DeathSpank creator Ron Gilbert.

[UPDATE] One possibility that can be ruled out is that "The Cave" refers to Double Fine's Kickstarter project. "While we can't comment on unannounced projects, we can say that Double Fine's Kickstarter-funded adventure game has not been started, designed, or even imagined yet. No trademarks have been filed on its behalf," a Double Fine representative told GameSpot.

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viedogame: Baldur's Gate project in the works at Beamdog - Report

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Baldur's Gate project in the works at Beamdog - Report
Feb 29th 2012, 00:58

BioWare veteran's new company said to be crafting update to venerated RPG; teaser website launches.

Much of the attention surrounding BioWare at the moment involves Mass Effect 3 and Star Wars: The Old Republic, but there may be a new development on the Baldur's Gate front as well. Today, a teaser site at BaldursGate.com went online, bringing with it a stirring theme song and the franchise's iconic skull emblem.

The sparse website bears little else other than a quote attributed to Forgotten Realms prophet Alaundo: "The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny, chaos will be sown by their passage." Additionally, the site's background features character images from the 1998 original game and its 2000 sequel.

Though EA has yet to respond to a comment on the website, GameBanshee claims a new Baldur's Gate project is in the works at Beamdog. The company was cofounded by Trent Oster, a BioWare veteran who held various roles working games ranging from Neverwinter Nights to Dragon Age. Its credits include a remake of BioWare's MDK2 for the Wii and PC in 2011.

Speaking to GameBanshee, Oster confirmed only that his company has an announcement on the horizon, and that announcement does not pertain to the rumored Steam rereleases of the original games. A Beamdog representative confirmed this statement for GameSpot.

The Forgotten Realms game franchise has lain dormant since 2004's Baldur's Gate: Dark Alliance II, which was developed by the now-defunct Black Isle Studios. BioWare's involvement in the series dates back even further, to 2001's Baldur's Gate II: Throne of Bhaal.

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