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Showing posts with label developer. Show all posts
Showing posts with label developer. Show all posts

Nov 10, 2012

Call of Duty: Black Ops 2 enlists Hollywood talent to bring its story to life

Black Ops 2

This Tuesday Call of Duty: Black Ops 2 will be released. Although the series is famous for its multiplayer, developer Treyarch and publisher Activision have put a huge emphasis on the campaign, hiring well-known actors to fill roles, and bringing Hollywood scribe David Goyer on board to write the plot.

The Santa Monica-based Treyarch is once again taking advantage of its Hollywood backyard to bring the new campaign in Call of Duty: Black Ops II to life. The game developer, backed by Activision’s huge coffers, enlisted The Dark Knight Rises scribe David S. Goyer to write the game’s story and dialogue.

James Burns

Actor James C. Burns (Criminal Minds, Make It or Break It), who returns as Sergeant Frank Woods, said having Goyer on board shows how far the art form of interactive entertainment has come in a relatively short period of time.

“The writing of a narrative for a game is important, and it’s also an avenue for writers like Goyer to really tell a story in a different way, in a much broader way, than in film,” said Burns. “In a game like this you have multiple opportunities to change the story. You can follow storylines to different places. It’s more like doing a mini-series with a lot of characters, but it’s all done in one big swoop. For a writer it’s an opportunity to really stretch the legs and do a very multiple tasked story.”

Activision also brought actor Sam Worthington (Wrath of the Titans, Man on A Ledge) back as Alex Mason and enlisted a huge cast of notable talent to breathe life into the game’s many virtual characters, including Michael Rooker (The Walking Dead, Slither). In a first for the franchise, Goyer, who came on late in the development of the first Black Ops, decided to focus the story on the villain, Raul Menendez.

sam worthington“The most important thing is to create someone that the player can empathize with,” said Kamar de los Reyes (Read Between the Lines, Salt), who plays Menendez. “You can play a one-dimensional villain, that’s easy. But you want to create someone that the player will at one moment might love and empathize with, and another moment he will hate and not understand or relate to at all. That’s where it becomes really difficult, and fun, fun as the actor.”

In another move towards a Hollywood scale production, Black Ops II features full performance capture. The actors donned the increasingly familiar skintight motion-capture suits and read their dialogue while acting on set at the House of Moves in Los Angeles.

“This is the first game where actors like myself, James Burns and Rich McDonald are actually actors playing the roles,” said de los Reyes. “We are the guys in the video game. In the past, you always had stuntmen playing the roles and doing the motion capture and then having someone come in the voice like Keifer Sutherland or Gary Oldman to do the voice. It’s a lot of fun for the actors. I personally thought it was a hell of a lot more fun doing it all, and I think that’s what sets this game apart from all the others.”

Kamar de los ReyesTony Todd (Chuck, Candy Man), who plays Admiral Tommy Briggs, believes Black Ops II is going to be the most narrative game that gamers have ever encountered.

“Between the ‘80s flashbacks, the future setting, the holograms, and the current situation on the Battleship Barack Obama; it’s just going to be mind-bending,” said Todd in a previous interview for Digital Trends, who had over 50 pages of script to perform in the game.

Getting actors to come back for more Call of Duty isn’t that much of a chore for Treyarch. Everyone involved had nothing but accolades for director Dave Anthony, who helmed the game’s epic story once again.

“I loved working on Black Ops I,” said Burns. “Treyarch is a dream job and Woods is a fun character to play. Come on, I play army for a living for God sakes. And the story progression is phenomenal. I’m a big fan of the game itself, and Black Ops II is such a great, inventive idea of how to take it to the next level. I’m very proud to be part of it.”

Rich McdonaldWith the sequel being set in 2025, the returning characters are a lot older in this game – although the story does jump back in time to the ‘80s for some missions. Burns said Woods has evolved from a “badass weapon” into an “elder oracle” in the new game.

“Woods is the guy that has all this information and his function in the game is to illuminate the player as to the nature of the events, why things happened, and what’s happening,” said Burns. “He’s evolved into this still highly wired, pretty powerful – even though he’s in a wheelchair – character. He has his mental acuity is there. He’s smart. He’s incisive. He’s a smartass. He’s just that old guy in a chair that knows sh*t before you even think that you need to know it. He’s already got you pegged before you walk in the room. He’s evolved from this warrior with a knife to a warrior with an intellect. He’s this rugged badass in a wheelchair.”

The characters in the game are now old enough to have sons that become involved in the plot. Rich McDonald (Heart of Dixie, God Bless America) plays Commander David Mason, son of Alex Mason. He commands an elite team of Navy SEALs, which ends up going after Menendez. The actor loves the futuristic setting, which introduces new weapons, drones and vehicles to the story and gameplay.

Celestin Cornielle“That’s a very intelligent choice to make as far as a time period to pick; not going too far into the future, but just far enough to where they can bring in certain aspects that are being explored right now in the technology fields,” said McDonald. “It’s all too realistic in that time frame. You also have elements from the present that are still going to be applicable in that timeframe, as well.”

Thanks to Goyer, the game’s script challenged actors to cope with major plot twists, as well as serious choices.

“My character is Javier Salazar, who is a military man whose spirit is torn between a way of life that he’s been taught and trained to do, and then something that moves him in a very internal level,” said actor Celestin Cornielle (The Finder, The Mentalist). “He’s forced to choose between two roads. One leads to light, one leads to darkness. To him, it truly leads to an awakening, a new consciousness, and a revelation that we all must be aware of. That’s all I can tell you without killing you.”

The campaign mode in Black Ops II is about much more than killing, although there’s plenty of that. With the success of the Call of Duty game franchises, developers have been able to work with larger budgets. And the growing fan base of gamers includes many Hollywood “names” both in front of, and behind, the camera. Goyer’s involvement has helped assemble a great cast of actors, who in turn deliver performances that Treyarch hopes will connect with gamers.


Source : digitaltrends[dot]com

Nov 7, 2012

Motorola gives you the keys to its Atrix HD with the new Developer Edition

Motorola Atrix HD Review hardware android screen

Motorola has announced a special Developer Edition of its Atrix HD Android phone. Designed for those who want to customize their Atrix HD, it comes with the option of unlocking the bootloader, allowing the installation of custom software.

Motorola is sure to please developers and those amongst us who like to customize our Android phones with its latest device, the Atrix HD. “Hold on,” you’re probably thinking, “that’s already been announced once.” Indeed it has, but this time it’s a special Developer Edition.

What makes the phone special is its unlockable bootloader, which in English, means once Motorola has provided a unique code to unlock the handset, owners are free to install their own custom versions of Android, run test versions of apps, and generally customize the phone to their heart’s content.

This isn’t the first time Motorola has offered such a phone either, with both the Razr, Razr M and the Razr HD all receiving Developer Editions in the past. Being given the keys to the Android kingdom isn’t without its price though, as once you’ve started fiddling with the bootloader, you can say goodbye to your warranty. Our advice is, be sure you know what you’re doing before you start.

Motorola’s Atrix HD was announced in July this year, and we gave it an impressive 8/10 in our review, highlighting in particular the excellent $100 price tag with AT&T. For that you get a 4.5-inch touchscreen with a 1280 x 720 pixel resolution, a 1.5GHz Snapdragon processor and an 8-megapixel camera. A relatively untouched version of Android 4.0 Ice Cream Sandwich is installed as standard, but there’s no word on when 4.1 Jelly Bean will arrive.

Don’t expect to pick up the Developer Edition as cheaply as AT&T’s deal though, as it’s not available on contract. It won’t be priced as low as the new Nexus 4 either — a phone that’s also easily unlocked.

Motorola hasn’t provided a release date or a price for the Atrix HD Developer Edition, and suggests those interested should register for updates on its website.


Source : digitaltrends[dot]com

Oct 3, 2012

Squeezed out by Twitter, Tweetbot makers introduce the App.net-friendly version, Netbot

netbot from tweetbot

After Twitter's API restrictions hurt its alpha testing, Tweetbot makers went the developer-friendly route with Netbot, the App.net iPhone and iPad apps.

Fan-favorite iOS Twitter client Tweetbot recently announced it would be shutting down its alpha testing as a result of Twitter’s recent API restrictions. Initially, Tweetbot developer Tapbots reassured us all that the application would be just fine, and the team was working closely with Twitter on the project. Unfortunately that was not the case, as user tokens became limited and so did Tweetbot’s ability to functionally test its app.

So while Tweetbot for Mac waits in the proverbial wings, Tapbots decided to take action where it could – over at App.net. The anti-Twitter, microblogging platform has been developer-friendly from the get-go, launching in reaction to tide of API restrictions Twitter began whispering about early last summer. App.net recently announced it would be incentivizing — allowing developers to build for its platform by offering them a crack at a $20k pool.

App.net also recently dropped its user fees from $50 a year to $36 a year, or $5 a month. The quick assumption there is that the platform is trolling for new users as its initial hype begins to fade, but App.net is spinning this as good news, saying it’s nearing 20,000 users, easily surpassing its 10,000 paying members goal.

Of course, it’s still no Twitter – which, this summer, was estimated to have more than 300 million registered users. But given the platform’s distancing from developers, it’s only natural that app builders are starting to look elsewhere, Tapbots included.

netbot for iphoneWhich is what brings us Netbot. “If you love Tweetbot and are on App.net, you’ll want Netbot,” co-founder Paul Haddad wrote in a blog post introducing the new client. “We’ve been working very closely with App.net. Their goals of always putting users first resonates with what we believe at Tapbots. Even though App.net is currently a small network, we expect big things from them and are proud to be a part of the community.”

Haddad says App.net is also working on bringing expected features like push notifications and private messaging to the platform, and once available, they will be integrated into Netbot as well.

netbot for ipadNetbot for iPhone and iPad is available today (both cost $4.99 — Tweetbot for iPhone is $2.99, for the record), and the app is incredibly reminiscent of what we all fell in love with in Tweetbot for iPhone (the long-awaited iPad version was in the works when the Twitter hammer fell). App.net iOS users will absolutely want to turn to this client for their mobile use. Getting Tapbots – a very respected and creative team – on board with the platform speaks well of where mobile development for App.net is going and the kind of talent it’s attracting. But it’s important to remember that App.net is not a Twitter-as-we-know-it-now killer – it’s just trying to resurrect what Twitter was and could have been. 


Source : digitaltrends[dot]com

Sep 28, 2012

Ouya: ‘Over a thousand’ developers want to make Ouya games

Ouya console

Alongside announcements of personnel acquisitions, the creators of the Android-based Ouya console have revealed massive developer support.

Even after the relatively cheap, Android-based Ouya console proved a massive success on Kickstarter (the console was able to pull in nearly $8.6 million from investors despite having an initial goal of only $960,000), pundits and prospective owners of the new gaming machine loudly wondered how well it would be able to attract developers who would otherwise be making games for the Xbox 360, iPhone or PC. Assuming you believe official statements made by the people behind the Ouya console, there is nothing to worry about on that front.

“Over a thousand” developers have contacted the Ouya creators since the end of their Kickstarter campaign, according to a statement published as part of a recent announcement on who will be filling out the company’s leadership roles now that it is properly established. Likewise, the statement claims that “more than 50″ companies “from all around the world” have approached the people behind Ouya to distribute the console once it is ready for its consumer debut at some as-yet-undetermined point in 2013.

While this is undoubtedly good news for anyone who’s been crossing their fingers, hoping that the Ouya can make inroads into the normally insular world of console gaming, it should be noted that while these thousand-plus developers may have attempted to reach the Ouya’s creators, the company offers no solid figures on how many of them are officially committed to bringing games to the platform. That “over a thousand” figure means little if every last developer examined the terms of developing for the Ouya and quickly declined the opportunity in favor of more lucrative options. We have no official information on how these developer conversations actually went, so until we hear a more official assessment of how many gaming firms are solidly pledging support to the Ouya platform, we’ll continue to harbor a bit of cynicism over how successful this machine might possibly be.

As for the aforementioned personnel acquisitions, though they’re less impressive than the possibility that thousands of firms are already tentatively working on games for the Ouya, they should offer a bit more hope that the company making the console will remain stable, guided by people intimately familiar with the gaming biz. According to the announcement, Ouya has attracted former IGN president (and the first investor in the Ouya project) Roy Bahat to serve as chairman of the Ouya board. Additionally, the company has enlisted former EA development director and senior development director for Trion Worlds’ MMO Rift, Steve Chamberlin, to serve as the company’s head of engineering. Finally, Raffi Bagdasarian, former vice president of product development and operations at Sony Pictures Television has been tapped to lead Ouya’s platform service and software product development division. Though you may be unfamiliar with these three men, trust that they’ve all proven their chops as leaders in their respective gaming-centric fields.

Expect to hear more solid information on the Ouya and its games line up as we inch closer to its nebulous 2013 release. Hopefully for the system’s numerous potential buyers, that quip about the massive developer interest the console has attracted proves more tangible than not.


Source : digitaltrends[dot]com

Sep 26, 2012

Mobile developer Red Robot Labs snags industry vet John Davison

Mobile games developer Red Robot Labs welcomes their new Director of Content and Publishing John Davison. His history with the gaming industry bring a lot to the table for the start-up.

Mobile games developer Red Robot Labs focuses many of its games on location-specific elements, but with its latest hire, the company may be looking to relocate itself to the top of the gaming world. John Davison, a 20-year veteren of the video game industry, will call Red Robot Labs his new home as he settles into a role as the start-up’s Director and General Manager of Content and Publishing.

Davison’s most recent position prior to this announcement was Vice President of Programming for CBS Interactive Games, which left him as overseer of content for GameSpot and Metacritic. He had also served as editor for Ziff Davis’ network of tech and gaming sites. Essentially, if there is anyone that knows the gaming world, it’s John Davison. 

Red Robot Labs, the team behind the well-received Life is Crime and Forever Drive–both available on iOS and Android–are happy to welcome Davison in from the world of covering gaming and into the world of making them. In a press release from the company, CEO Mike Ouye stated, “As a video game industry veteran with a proven entrepreneurial track record, John is the perfect addition to Red Robot as we aim to disrupt and innovate the mobile space for gamers.”

Davison is already staking his claim for what he plans to bring to Red Robot Labs and the gaming landscape as a whole. “There is a huge opportunity to build new products around the ways that gamers interact and discover content, and the team at Red Robot understands this better than any group I’ve ever come across. We want to empower gamers with technology designed specifically for them.”

Considering both Red Robot Labs’ and John Davison’s track records of innovation, creativity, and community, there’s a lot of promise in this partnership. Gamers everywhere should be on the lookout for whatever may come next from this team.


Source : digitaltrends[dot]com

Sep 12, 2012

ArmA III developers arrested in Greece for spying on military base

bohemia interactive arrested in greece

Two Bohemia Interactive employees were accused of espionage on Sunday, but the Greek government has other issues with the ArmA III studio.

Czech developer Bohemia Interactive has had a solid 2012 so far. The runaway success of DayZ, the zombie apocalypse themed mod for its military simulators, brought massive mainstream attention to a line of games that has catered to a supportive but small audience. The company is hard at work on both the full version of that game as well as ArmA III, but the company’s smooth seas have grown choppy. Two developers from Bohemia’s ArmA team were arrested for “spying” in Greece.

The two unnamed employees, aged 28- and 33-years-old, were scouting locations for use in the next game on Lemnos, a small island in the Greek archipelago with a small population, some tourist trade, and one military air base. ArmA III’s primary setting, in addition to the Ai Stratis, is Lemnos and the developers were photographing that military base when they were arrested on Sunday under suspicion of espionage.

“We can confirm that two Bohemia Interactive employees, our colleagues and friends, were arrested during their holiday trip to Lemnos,” said Bohemia CEO Marek Spanel in a message on the developer’s forum, “They visited the island with the sole purpose of experiencing the island’s beautiful surroundings.”

“Since its establishment in 1999, Bohemia Interactive has created games based only upon publicly available information. We always respect the law and we’ve never instructed anybody to violate the laws of any country. The same is true for ArmA III. Currently, all our effort goes towards supporting the guys over there, as well as their friends and families affected by this difficult situation. We sincerely hope that this is an unfortunate misunderstanding of their passion as artists and creators of virtual worlds.”

The arrests may be more than just a misunderstanding. In 2011, the Greek government protested Bohemia’s use of Lemnos in ArmA III, claiming that its appearance in a war game might interest the tourist trade that keeps the island’s miniscule economy running. The game could also pose a security threat by realistically recreating the terrain.

 ArmA III definitely has the potential to reach a wider audience than past entries in the series. The popularity of DayZ drove sales of ArmA II, necessary for playing the mod version of the zombie game, up a purported 500 percent in May.

CTK reported on Tuesday that the men have been transported to the island of Lesbos where they will be interrogated by a Greek prosecutor. The Czech government’s Greek consul Blanka Kovacsova is working to help the developers.


Source : digitaltrends[dot]com

Sep 7, 2012

Building a better wheel; Crytek details Crysis 3

Crysis 3 Liberty Dome

We speak with Crytek developer and Crysis 3 producer, Mike Read, about the upcoming game, and we look back on the hits and misses of Crysis 2.

With just five months to go until it is released, Crysis 3 has managed to fly somewhat under the radar. Its predecessor was released just last year, and with the cornucopia of other first-person shooters on the market and due out later this year, it is easy for a game like this to get overlooked. At least for the moment.

With a relatively soft release schedule for February of next year (at least so far), you can expect that the interest will heat up and by the time this game is released. It will be white hot. The Crysis series may not have the name recognition that Call of Duty or the Battlefield franchises enjoy, but to those that have experienced the series firsthand, you can be sure the third offering has their attention.  

Crytek is known for its technologically sophisticated games. We recently spoke with them about the engine they are using, the phenomenal CryENGINE 3, and how the future of gaming is constantly changing. The developer has excelled at pushing games and gaming systems to their limits.  The original Crysis still laughs in the face of weaker PCs, and Crysis 2 offered more than a few jaw dropping scenes of beauty and awe. To the gamers out there that appreciate this level of technical excellence, you can be sure that Crysis 3 will have their attention.  

We spoke with Crysis 3 producer Mike Read about what to expect from the upcoming Crysis 3, as well as where Crysis 2 got it right, and where their dreams and the current technology diverged.

Mike ReadWhat can you tell me about Crysis 3?

Mike Read: Crysis 3 takes place more than 20 years after the events of Crysis 2. The CELL corporation has become a world superpower and now controls the global energy resources. Over all the major cities worldwide, they have built these massive domes which now cover them. Crysis 3 takes place in the dome which we refer to as the Liberty Dome, which is the one that covers New York City. Within this dome is a broken down city that has managed to help flourish an environment which we like to refer to as an Urban Jungle.

In Crysis 3, you’ll be playing as a well-known Crysis character called Prophet, which some might remember from the previous Crysis series. Prophet is on a mission and is being driven by something he doesn’t quite understand: visions of the end of the world and the destruction of mankind. He will stop at nothing to reach his goal and that includes removing anything that stands in his way.

Was it developed as a PC game then ported over, or was it developed simultaneously on consoles as well? 

MR: Crysis 3 is being developed simultaneously on PC, Xbox, and PS3. The development of Crysis 2 put us in a good position and taught us a lot of lessons, so that we are now able to do this reliably and effectively.

Sequels are always expected to be bigger and better than their predecessors. So how will Crysis 3 improve upon Crysis 2?

MR: Of course, but we aren’t out to reinvent the wheel, but rather to build a better one. We took a lot out of what we learned from Crysis 1 and Crysis 2 and incorporated that into what we are going to deliver for Crysis 3 – things like art, design, content, story, AI, etc. There are countless tweaks that have been made to all the systems, but everything will still feel very much like a Crysis game.

Story is probably one of the bigger ones that has changed as well, and we think that fans that really want to immerse themselves in this aspect of the game are in for a treat this time around. You will see a lot more depth and interactions with the characters, which is something we had always caught some flak about in the past, so this time we’ve taken a different focus from its predecessors with the help of Steven Hall who has been at the core of the writing for Crysis 3. The story should help to answer some of those burning questions we get on the Crysis universe as well!

Crysis 3The bow has been highlighted quite a bit so far. What attracted you to featuring a bow?

MR: The bow was something that just fit really well into the “hunter” theme we were focusing on in Crysis 3. We wanted to offer a weapon that provided more tactical depth by offering different ammunition types for different gameplay purposes. We combined this with our bow design and got an immensely powerful and versatile weapon for the player that is so satisfying and rewarding to use, that we simply had to push it further and put it at the center of the gunplay in Crysis 3.

Looking back on Crysis 2, what were you most proud of?

MR: There are so many things that were crowning achievements and hard challenges that made Crysis 2 a great project. I would say the top one was being able to bring the Crysis brand to console players. There were some enormous walls we encountered in doing this, but it’s really paid off for us in the long-term for our tech; both for our internal projects and what we are able to offer CryENGINE licensees.

crysis 2 nanosuitWere there any things you wish had come out better?

MR: In my opinion, the Nanosuit upgrade system could have used some more attention. It ended up in a bare bones form that was a little too simplistic from what we wanted to achieve in the final delivery of Crysis 2. In Crysis 3, we have put a fairly large focus on that to turn the system into something with more depth. We’ll be moving away from the collection of Nanocatalysts and turning to a new pickup system to unlock these powers. You’ll also be able to create many more combinations than you had been able to do in the previous Crysis games. My favorite part about this is the ability to create customized combinations which can be switched on the fly.

Was there anything you excluded you wished you could have added? Why was it nixed?

MR: The AI responses to Nanosuit tactics is something that never quite made it to a point we were happy with. For instance, having multiple alert levels for CELL members who find themselves in combat versus the Nanosuit and the ways that they respond to it. From feeling safe, alerted, scared, or panicked. These would go a long way to provide the level of immersiveness we want to provide for the player. AI behavior is always one of the most challenging things we do when making a game and for Crysis 3 we are really aiming high to take this to a whole new level. As we get closer to release, we’ll be talking in more detail about this system.


Source : digitaltrends[dot]com

Kickstarter: 2012 is the year of the game

Of 11 projects that have passed the $1 million mark on Kickstarter, seven have been from the game category.

If you’re an indie game developer, you should probably try your luck on Kickstarter. The crowdfunding platform has hosted 11 campaigns that have passed the $1 million mark, and among those 11, seven of them have been game related.

This year, Kickstarter declared, is the year of the game. The platform has had the most dollars pledged to the game category this year, with $50 million, and has been bumped up from being the eighth-most funded category in the history of Kickstarter, to the second-most funded category.kickstater game stats 2012

Kickstarter released some data that displays just how much money the gaming category is bringing in for campaign owners and Kickstarter. In 2009, just over $48,190 was pledged to game-related campaigns. By 2010, $519,885 was pledged, and that amount jumped to $3,615,841 by 2011. With the data from 2012 tallied up for the first eight months of the year (through August 31), 2012 saw a nearly 1,400 percent jump. Kickstarter revealed that of 36 projects that have raised over $500,000 in 2012, 20 of them have been games. And yes, there is still another four more months left in this year.

Kickstarter explains that the growth was spurred by the indie game project Double Fine Adventure, which ended up raising a total of $3,336,372 — over eight times its goal of $400,000. In just the first hour alone, the project raised $1 million.

“The gaming world hasn’t looked at Kickstarter the same way since. Double Fine signaled to game developers that they could use Kickstarter to do something that previously seemed impossible: make the game they wanted without outside interference,” Yancey Strickler, co-founder of Kickstarter, and Fred Benenson, an engineer, wrote in Kickstarter’s blog post.

Since then, game projects like OYUA, and the latest, Reaper Miniature Bones, and Planetary Annihilation, have breezed past the $1 million mark. A project like Reaper Miniature Bones, you may not realize, falls under the subcategory of board games, despite the fact that much of the attention on Kickstarter games has been focused on video games. But with the increasing profile of successful Kickstarter game projects, board games have tagged along for the ride to the extent that the amount of money pledged to board games has doubled, with 47 percent of board games successfully reaching their funding goals. Just 23 percent of video games, on the other hand, have been successfully funded, with an average of $96,000 pledged to video game projects.

Kickstarter notes that game backers tend to be the most frequent supporters of campaigns, but as more and more indie developers take to mediums like Kickstarter to raise awareness and funding, the competition for the backers’ attention will intensify. And hopefully the hype doesn’t lead to fatigue. 


Source : digitaltrends[dot]com

Sep 1, 2012

Faster than a speeding right cross: Hands-on with Injustice Gods Among Us

Injustice Gods Among Us

Even though Injustice: Gods Among Us comes to us from the developer that brought us Mortal Kombat, this DC character-based fighter has its own bag of tricks.

Fighting games all have a unique fingerprint. When a developer designs a fighting game, that game takes on the characteristics of the developer, regardless of what the content is. A perfect example of this can be seen with Capcom. A fan of Street Fighter can pick up any of the Capcom fighting games and feel comfortable with the controls. Those games all have a specific style and gameplay that is unique to them. So when NetherRealm Studios announced that it was making Injustice: Gods Among Us, a fighting game using a cast of characters from the DC Comics universe, it was an understandable assumption that the game would mimic the style of Mortal Kombat. But we were wrong.

Injustice Cyborg

Injustice does feel like Mortal Kombat in some ways, but it is also its own game. The move list is similar to that of Mortal Komabt, but beyond that, it acts and responds in a different way. One specific difference is the change in the way you block. The Mortal Kombat games are well known for using a block button. While that sounds innocuous enough, it changed the fighting mechanics and the way gamers approached the gameplay. Injustice does not have a block button, instead you hold back to block. The buttons are different as well, and rather than two punch and two kick, or strong and weak attacks, there are three attack buttons and a button that unleashes an attack specific to the character you are using. For a character like Flash, it will activate his powers, and the opponent will slow down to represent you moving at super speed, while Nightwing will combine his escrima sticks into a staff, which opens up a new moves set. Each character is different.  

Each character also has a special attack that is powered up during the fight. Once it is filled, pressing the trigger buttons together begins an incredibly powerful attack. Solomon Grundy takes knives and hatchets out of his back to slice his opponents in a cinematic, the Flash takes a running start around the world and hits his foe, Wonder Woman slashes her opponent with help from her Amazonian brethren. Each character has his or her own cinematic attack. It can be dodged, but it is difficult. It’s similar to the new Mortal Kombat x-ray attack, but less gory and more in line with comic books flair.

Injustice Batman vs Cyborg

The levels will also have a bit of Mortal Kombat flair. They are all modeled on DC locations and will be steeped in lore. Of the two that have been announced, the Batcave and the Fortress of Solitude, both are filled with background items that fans will love. The Batcave will feature a computer running villain profiles, while the Fortress is chalk full of Superman history. Doomsday is clearly seen in the background, just feet from the bottled city of Kandor, and Superman’s zoo is also featured. All levels will also have multiple sections to them, and punching an opponent in the right spot can send them crashing through a wall – or the Phantom Zone as the case may be — to an new area. The levels will also feature environmental items that can be used as weapons. A hanging display, for example, can thrown at an enemy.

So far only nine characters have been revealed, but there will be over 20, and maybe even many more. The exact number has yet to be released, but the characters currently on display are: Superman, Batman, Wonder Woman, Flash, Cyborg, Harley Quinn, Catwoman, Solomon Grundy, and Nightwing (developer Ed Boon’s favorite character). The remaining fighters will be unveiled over the next few months, but there are some you can certainly expect like the Joker, Green Lantern, and more of the more familiar faces.

Injustice Nightwing vs Flash

The characters will also fill certain roles. Superman is a heavy bruiser, slow and powerful, while Flash is a faster character that can make up for weaker attacks with quantity. All of the characters are also broken up into one of two groups, those with powers and those with gadgets. Superman and Wonder Woman are obviously power characters, while Batman and Catwoman are gadget characters, to name a few.

Now, if you are a fan of DC comics, you may wonder how Wonder Woman could go head to head with Harley Quinn and not pulverize her skull with a single punch. Longtime comic fans could probably make an argument that Batman could take Superman with careful planning, but it seems doubtful that it would make for a good 2D fighting game. NetherRealm Studios is promising that there will be a legitimate reason for this that will be part of the storyline.

Injustice Cyborg vs Wonder WomanThere is one minor edition to the gameplay that could have a huge effect on the course of the fights. When you are forced into a corner, on each level there will be a button (or something similar that you can interact with) that you can press. When you do, it will unleash an environmental attack on your opponent. The level will dictate the attack – it could be missiles from the Batmobile or a boom tube that allows you to warp behind your opponent and hit them — but it will give people that find themselves under constant attack a way to get out.

Injustice: Gods Among Us is shaping up nicely. The game still has the distinctive feel of Mortal Kombat in some ways, but it is more like cousin than a clone. The fighter feel appropriately different from one another, and it will be interesting to see what other characters make the cut and end up in the game. NetherRealm and Warner Bros Interactive Entertainment haven’t given a release date yet other than 2013, but fighting fans and DC comics fans alike should keep an eye out for this one.

 

Source : digitaltrends[dot]com

Journey Collector’s Edition review

Journey Collector's Edition

Thatgamecompany is back with an offering that will introduce gamers to the developer’s phenomenal titles and give fans a lot of content. As long as you don't already one more than one of the three.

It was a happy day for me when Sony announced that it would soon be releasing the Journey Collector’s Edition for the PS3. Without question, for me my best gaming experience of the year so far has been Journey. Please notice that I chose my words very carefully. I am not claiming it is the best game of the year, or even my favorite. It very well might be both, but I am not prepared to make that claim quite yet.

But putting aside that split hair, I can comfortably claim that Journey is the best gaming experience I have had this year. It is an emotional game that even the most bitter film critics would be hard pressed to deny that it was anything but art (sorry Ebert, not ready to let that one go yet). It is an incredible experience that makes you think, feel, and imagine, and it comes highly recommended (check out our full review for more details.

In retrospect, Journey’s incredible debut shouldn’t be a surprise to anyone that has followed the history of thatgamecompany. Its two previous releases were both unique experiences that stood out. The first, flOw, was a good game that offered something original and immersive. The follow-up, Flower, was incredible, and Journey is better than them both. It has been a natural progression, and based on that, thatgamecompany’s next game should blow people’s freaking minds. No pressure though.

Journey Collectors EditionBut despite the raves for all three games (and the beleaguered cries of pitiful game reviewers), the games are still somewhat unknown by the mainstream. These are games that all fans of gaming should play, and so a re-release to further expose them is a good thing, no matter what.

flOwThe first game, flOw, is relatively simple, but undeniably addictive game. You control a segmented creature that exists in an aquatic environment. You move through different planes to consume organisms and avoid hostile creatures. It is a straightforward concept, but in practice it is amazingly constructed and worth a look.

Flower is much more colorful and arguably more powerful game, but it also has a singular gameplay mechanic. You are a flower petal, floating through a deadened field, collecting the petals of other flowers to take them to certain locations in order to revitalize an area. The description doesn’t do it justice; the game is beautiful. The gameplay mechanics are tight, responsive, and can make even the clumsiest person feel graceful.

And then there is Journey, which has been discussed at length. Basically, it is the bee’s knees. Some have said that it has changed their lives, and while that is certainly hyperbole, it can change the way you look at some games.

Flower

The Journey Collector’s Edition contains all three games, along with three other titles that were each created by thatgamecompany in 24 hours at an event called Game Jam. All three are worth playing if you are a fan of the developer. There are several clever ideas at work that are worth seeing, and they will give you an even greater respect for thatgamecompany, but they aren’t much more than a quick distraction.

The real meat of the extra content comes with the three primary games, and includes commentary, soundtracks, concept art, and more. The commentary clips offer a fascinating glimpse at the inner workings of both thatgamecompany specifically, and game development in general. Fans of the industry and those hoping to break into it one day should consider this homework. But there is a catch.

Journey

The additional content is something fans of the games will eat up. Having the soundtrack at your disposal is notable, and hearing about the design process is every bit as compelling as listening to film commentaries on DVD/blu-rays. If that isn’t something that appeals to you then these features may not mean much to you, but to fans of the games and the concept they are well done. The problem is, if you are already a fan and have already played/purchased the games, there is not enough to come close to justifying re-purchasing the same game.

With the exception of the three playable mini-games that are interesting but not really a selling point, there is no additional playable content, and there is no improvement on the content. Usually on re-releases like this, there is an upgrade in the graphics, but these games were already optimized for the PS3 so there is no need to try to improve them. So if you are the audience that this game will appeal to most, those that are already fans, you won’t really gain much by purchasing this Edition. There are also several avatars and a month of PlayStation Plus to sweeten the deal, but if you already own the games you would be paying $30 for a few commentaries and a handful of novelties.

Conclusion

That said, if you haven’t played the games, or if you have only played one of the three main titles, this is a must own for anyone that truly considers themselves a gamer. It is a landmark collection that not only justifies the burgeoning digital download market, but also offers three games that are as much art as entertainment. It really just comes down to a question of whether or not you have already purchased one or more of these games already. If not, then buying three of the most incredible digitally distributed games ever made for $29 is a steal.


Source : digitaltrends[dot]com

Aug 30, 2012

Activision hopes to offend everyone equally with Family Guy: Back to the Multiverse

Family Guy Back to the Multiverse

We speak with developer Alex Knight about how Activision is attempting to bring a unique type of humor to gaming in the Family Guy: Back to the Multiverse.

Activision and developer Heavy Iron Studios are taking funny business very seriously with its new Family Guy: Back to the Multiverse game, based on the hit Fox TV show. The game makers are working directly with writers from the show’s production company, Fuzzy Door, as well as creator Seth McFarlane and the rest of the voice cast. A first look at the third-person action game revealed just how funny – in a politically incorrect style, of course – gaming can be.

Family Guy Multiverse

Fans of the show will remember the innovative Season 8 episode that this game spins off from, in which Stewie builds a multidimensional portal device that allowed him and Brian to go into parallel universes. Along the way the unlikely duo stumble through a Flintstones-like world, a slightly racist Disney universe, and even a Robot Chicken-verse.

“In Family Guy: Back to the Multiverse, players are going to be jumping into the multiverse to try and take down Bertram, who has found out a way to create his own multiverse device and is jumping into all these parallel universes, amassing his own armies to kill Stewie,” said Alex Knight, associate producer on the game at Activision. “Stewie and Brian find this out and are not going to have any of it, so they’re jumping in to all of our alternate universes to take down Bertram and his armies.”

For those not familiar with the show’s past, Bertram is Stewie’s half-brother and rival. This story line allows the game developers to explore episodes from throughout the show’s history and will feature several series familiars as Stewie and Brian jump through episodic missions in parallel universes.

Two such episodes were highlighted in the Gamescom 2012 demo. The first game level shown, “Handicappable,” was inspired by the Season 5 episode, “No Meals on Wheels.”

Family Guy game

“That’s a universe where the handicapped people and cripples have been having a little too much special treatment, so they’ve kicked out all the two-legged walking people, put them into isolation, and rule that entire universe now,” said Knight.

As in this level and all the others, gamers can play as either Stewie or Brian. Stewie utilizes his science fiction weapons, which includes some sophisticated laser pistols. He also chugs orange soda to give himself a sugar rush for extra abilities. Brian, on the other hand, utilizes more traditional weapons. He has access to machines guns and pistols, and his melee weapon is a broken whiskey bottle.

“As fans are going to recognize from the TV episode, Joe Swanson formed up a large Transformer-like character that was comprised of people in wheelchairs called Crippletron,” said Knight. “It looks fantastic. It’s one of our bosses, and it’s just a blast to go after him.”

Outside of the aforementioned towering handicapped Transformer, enemies in this level speed to the scene in handicapped vans, only to wait for the ramp to be slowly lowered before they can wheel after Brian and Stewie. The show’s humor is spread throughout every inch of the level, including posters in the hospital from Dr. Hartman. Lady Liberty now sits in a bronze wheelchair with her mouth open and head to the side. Nothing is off-limits, just like in the show, which Fox canceled twice before it catapulted to the top of the ratings.

Family GuyThe other game level shown is set in the Amish universe, which is taken from the “Amish Guy” episode, the seventh episode of the 10th season. The serene countryside setting is splattered with blood as Brian and Stewie attempt to kill all the Amish people before they kill them. But there’s a practical reason for this bloodshed.“The great thing about this brand is that if Family Guy pushes the boundaries, we get to push the boundaries,” said Knight. “That’s the great thing about having the two writers from the show crafting our content; it’s as far as Family Guy goes, and it’s mimicked right in our game.”

“Amish people have all things needing wood, so Bertram has convinced them to go after Stewie and Brian in exchange for special wood pills,” explained Knight. “That’s something that not everybody knows about, but the Amish really have all things wood. They want to create everything based out of wood, so that’s a real incentive for them to go after Stewie and Brian.”

The game is filled with challenge modes. One of these modes in the Amish world challenges players to kill all the Amish people, while refraining from hitting any tourists. Knight said the fiction behind that is the Amish are sick of having tourists around them. They just want to live their lives, so Brian and Stewie are a threat.

While there’s plenty of humor from the show’s long lineage, the new game isn’t going to make fun of video games, per se. In fact, people interested in that take can play the free Family Guy Online game, which does reference games — and gamers — directly. Knight does believe gamers will find “a lot of odes to video game references, just not necessarily to that extent that one might think.”

FG Multiverse

These two levels, which were shown in small segments, are just part of the overall scope of the fall release.

“It’s a huge game,” said Knight. “Right now it’s probably eight hours just in the story alone. Then you’re going to have a lot of challenge missions, as well as four-player and co-op local play that will introduce some very interesting death matches. And there are game modes that we haven’t announced yet that I think fans are really going to love.”

Basically, if you like Family Guy, and judging from the ratings there still are a lot of fans out there, this game will serve up the same type of humor, only with an interactive twist. And if you just can’t wait to get your game on, Family Guy Online is a fun, free alternative available now.


Source : digitaltrends[dot]com

Aug 29, 2012

How the video game Defiance could change movies and TV for the better

SyFy and Trion present Defiance

Early next year the results of a unique collaboration between the SyFy Channel and the developer Trion will be released. The TV show Defiance will debut along with the game of the same name, and it could point the way to how future gaming projects will be developed.

In entertainment, few groups are as desperate and downtrodden as fans of films and TV shows adapted from video games. They are a loyal and passionate bunch who have continually been disappointed, and yet still retain a joyfully naïve optimism based on the recent success of similar source materials, like comic books, as well as the rich and immersive content from the video games themselves that the films are taken from. Perhaps it is the movie industry that doesn’t fully understand video games, or perhaps games themselves are just inherently difficult to adapt. Whatever the excuse for films like Alone in the Dark and Double Dragon is, it seems like a new approach is in order. If nothing else, NBC and Trion’s upcoming game and companion TV show, Defiance, is unique.

There is still a stigma associated with many video game movies (and, by extension, the handful of TV shows also based on games) and it is one that is well deserved. There have been a few that could be considered decent, but from the epically bad Super Mario Bros. movie that ended the career of Rocky Morton (one of the film’s two directors) and did its absolute best to do the same for the entire cast, to the entire library of Uwe Boll’s impressively awful gaming flicks, fans have been burned so often that they are understandably wary of properties adapted from games. And yet again and again, the majority of the fanbase keeps hoping that the next film, the next adapted property, will be the one that gets it right.

But perhaps it isn’t fair to group Defiance in with other adapted video game properties. The definition of an adaptation is changing one thing to make it suitable for something else, and that is not the case with the upcoming Defiance – it is something original.

Defiance TV show

Defiance is the first of its kind, a hybrid property being developed concurrently by both Trion Games and NBC Universal’s SyFy Channel. When it is released in April of 2013, it will be two properties: an MMO third-person shooter for PC, PS3, and Xbox 360, as well as an original, ongoing TV series on the SyFy channel. The two will exist together concurrently in the same universe and attempt to create a larger story.

One of the most important things in creating a good live action adaptation from any source material is simply to make the film with the same level of respect and care that the developers of the original property had while creating it. That was the same problem comics used to face, as filmmakers would create “comic book movies” as opposed to movies that just happened to be sourced from comics. It was an important distinction that has made the difference between films like Christopher Nolan’s The Dark Knight and Joel Schumacher’s Batman and Robin. That is not a problem Defiance will face, and the people behind both the show and the game will approach the property from a uniquely cooperative angle.

“It’s something we’re excited about,” Bill Trost, creative lead for Trion said. “It’s something that hasn’t really been done in that way before.”

Trost is one of several big names in their respective fields to be brought on board. A longtime gaming industry veteran, Trost was instrumental in creating the social gaming juggernaut EverQuest. That level of experience will be vital to the success of Defiance, a game that will need the interaction of fans in order to truly thrive.

To compliment Trost and others, on the TV side the SyFy Channel is bringing in well-known and familiar faces. The show will star Grant Bowler (True Blood, Liz & Dick), who will be joined by Julie Benz (Angel, Dexter), Tony Curran (Doctor Who, The League of Extraordinary Gentlemen), Mia Kershner (The L Word, 24), Oscar-nominated actor Graham Greene (Dances With Wolves, Twilight: New Moon), and many other recognizable actors.

To helm the show, SyFy tapped Rockne S. O’Bannon, a name much beloved among sci-fi aficionados thanks to his work in the genre, most notably with the recent remake of V and the modern cult classic, Farscape. O’Bannon will serve as Executive Producer and also scripted the pilot. SyFy even went so far as to enlist the talents of Bear McCreary (Battlestar Galactica, The Walking Dead) to serve as music supervisor. Defiance will be, to date, the most ambitious and expensive show produced on the SyFy channel.

“Defiance is the biggest show that SyFy has ever done in their 20 years of existence. They are investing more on Defiance than they have on anything, and it’s going to be a big show, and a big event,” said Trost.

defianceDefiance takes place in the near future following a lengthy war that quite literally changed the Earth forever. When an alien race known as the Voltans arrive on Earth and request sanctuary after their own solar system was destroyed, years of negotiations prove fruitless. The refugees become invaders and begin to try to terraform the planet, beginning a catastrophic war. After unimaginable losses on both sides, a ceasefire began, and the two races are forced to live together on a radically altered Earth. 

The development process has been one of a kind, and part of the reason for that is simply that there aren’t many companies with the power to launch both a TV show and publish a game at the same time. It takes reach and money; and beyond that it requires a company that can see the potential of winning over gaming fans to the big and small screens, something that is easier said than done.

From the start NBC Universal (who owns SyFy and is an investor in Trion) wanted something that would be built from the ground up as a collaborative effort. The gaming and TV sides were then brought together to discuss what they wanted to create and what options they had, including an examination of the NBC library, most of which was available to them.

“Very early on we started thinking about what we could do together and whether it was [to] take one of their licensed properties or create something new,” Trost said. “And the option that we all got excited about was creating something new with SyFy.”

From the start both the TV show — which will air as a 13-hour series broken into 12 episodes with a two hour pilot — and the MMO that will feature numerous missions set in a third-person shooter world, were created hand in hand. Due to the time needed to create a game versus the time needed to produce a TV show, the developers at Trion went to work first, but did so with the conceptual help of those who would eventually break off to create the TV series.

Grant Bowler as Jeb Nolan

“A lot of the initial work was done here at Trion before SyFy was really ramped up, but we had a lot of initial discussion to set the boundaries of what they were looking for as far as what would make compelling television, and we laid on the table what we thought would make a good AAA MMO,” Trost said. “So we’ve been guiding the development of the IP of what Defiance is, to those two goals.”

Jeb Nolan in the gameIt is a difficult — and expensive — proposition for all involved. An exact price tag hasn’t been mentioned, but it is clearly a massive undertaking for both SyFy and Trion. And once the game is released and the show is airing in spring of next year, the work is still just beginning.

“It’s totally ongoing, that’s the plan, that’s the whole idea behind Defiance is that its these two things that are constantly playing off of each other and developed together, and react to each other,” Trost told us. “Around here, and within our talks with SyFy, we all know that it all really starts once April 2013 hits. That’s when the job really starts.”

To further that idea of integration, when the game is released, it will start with a mission featuring the character Jeb Nolan, the star of the TV show played by Bowler. Once the mission is complete, the character will then leave behind the game’s digital setting of the Bay Area and head east towards the remains of St. Louis where his story will continue on TV. You could therefore justifiably claim that the mission in question is a prequel to the TV show, but that understates the integration between the two.

Defiance's take on the Bay Area

Make no mistake, Defiance is a risky proposition. The more moving parts something has, the more potential for disaster. The TV show and the game both need to capture fans, a goal that is difficult for any game or TV show to achieve under the best of circumstances. And even if it is a success, that doesn’t guarantee that the formula is going to work for other properties.

“It’s challenging, turning games into movies, because movies are so different,” director and producer Bryan Singer recently told us. “A game is all about playing, and a movie is all about being played. One has to find the essence of the game and the essence of the character in the game, and then create a journey and a story that caters to a movie and a controlled, defined experience.”

Regardless of whether or not Defiance is a success, there is a definite move to transform video game material into quality live action adaptations. The highest profile property at the moment is the announced Assassin’s Creed film, which has attracted Michael Fassbender to both star and produce. Closely behind that is the Uncharted film, which has experienced some issues and already lost two writer/directors after both Oscar winner David O. Russell and then Neil Burger dropped out. Despite the delay, the film seems to still be a priority for Sony.

In both cases, the properties are being handled by groups that have an invested interested in seeing them succeed — beyond just the obvious commercial reasons. Assassin’s Creed is being developed by Ubisoft itself, who recently created its own film division to adapt some of its properties after it was unhappy with Disney’s commercially successful, but critically panned, adaptation of Ubisoft’s Prince of Persia: The Sands of Time. Likewise, the Uncharted game was developed by Sony’s SCEA division, and will be produced by Sony’s film department. Both properties are being developed into film by the companies that helped create them, which should give hope to fans waiting to see their favorite games turned to films.

But before either of those films hits the screen, Defiance will be available to play and to watch. It is a bold experiment, and one that is being created by people that know both industries and are hoping to break new ground. If it works, it may be the first in a salvo of upcoming game related films and TV shows that are developed with respect for the source material.

All it will take is one property to show others that gaming can be a profitable and reliable source of material for film and TV developers constantly on the lookout for the next big trend. Maybe that property will arrive in April 2013 when Defiance is released on PC, PS3, and Xbox 360, and hits SyFy Chanel at the same time.


Source : digitaltrends[dot]com

Aug 24, 2012

The Evernote evolution continues with Evernote Business and Moleskine ‘Smart Notebook’

Evernote 2012 Trunk Conference

The productivity platform continues to assert itself with a new niche, Corporate-focused application and a smart notebook from Moleskine.

Today, Evernote kicked off its second annual developer Trunk Conference, complete with a little numbers showing off and some big announcements for the productivity platform. Before diving into the new launches, here’s a quick look at Evernote’s growth:

  • Evernote now has 40 million users
  • 15,000 developers are using the Evernote API
  • 8 in-house Evernote-made apps

For quite awhile now, it’s been clear that Evernote is more than just an app. What began as a mobile answer to the legal yellow pad has evolved into a rich, note-taking, memory-making ecosystem that is multi-device and function focused. That’s in part largely thanks to its devotion to developers, who have created a rich variety of apps to keep Evernote current, useful, and competitive. Evernote users don’t have to settle for stagnancy. Some recent fundraising hasn’t gone unnoticed either, which CEO Phil Libin explained to me earlier this year as a sweet spot where the company “can take the most risks, experience, and do what we love.”

Evernote Business

And today we’re getting to see some of the fruits of their labor and the effects of this fundraising. First new development: Evernote Business, which “includes everything Evernote has to offer with a number of powerful new features designed exclusively to meet the needs of our business users,” says the company. Evernote is already a popular platform for corporate use, but it’s traditionally worked in a much more personal sense. This means Evernote will start competing with the likes of Yammer, Asana, and Do from Salesforce – although it’s a paid service, not a free one with premium features, and will cost $10 a month.

Evernote business appAmong the new tools are features like an admin console, a billing system, and easy on-boarding for current users. Interested in beta testing? You can sign up here, otherwise you’ll have to wait until December when it’s formally launched.

Smart Notebook

Also announced at the Truck Conference was the Evernote Smart Notebook by Moleskine. Evernote’s job is to eliminate the need for last-gen note-taking (e.g. with paper and and writing utensil), but the collaboration between old and new could easily be a popular one for the almost-converts who just can’t put down the pen.

Evernote Moleskin smart notebooksmart notebook stickers“We’ve partnered with Moleskine to develop a new, limited edition Evernote Smart Notebook that’s designed specifically for the new Evernote iOS application,” says Evernote. “Together, we created a gorgeous notebook that includes a number of special features that allow you to take your ideas off the written page and place them right into Evernote, where they’ll be searchable, organized and available forever.”

The two have come together to design a special type of page that the new Evernote iPhone app can very clearly read. It creates a high contrast visual so the image you’ll have in the app is far more life-like than other pictures of text you take, and it’s supposed to be able to accurately recognize handwriting as well.

It also comes with Smart Stickers, which the app will read for auto-labeling your written entries.

The Smart Notebook is definitely a bit of a novelty item, but at $30, it’s an interesting and affordable one – and there are plenty users (ahem… this one right here) who can’t give up the physical act of list-making just yet. 


Source : digitaltrends[dot]com

Aug 20, 2012

Plants vs. Zombies sequel coming in spring of 2013

PopCap Games, the popular game developer and now a EA-owned company, has announced today that we’re in for a sequel of Plants Vs. Zombies, coming in late spring next year.

PvZ is one of the best known mobile games on Android and iOS (among others) and probably the most popular lane tower defense game ever. Its gameplay revolves around fending off hordes of hilariously quirky, awkward-dressed, zombies with a large selection of sharp-shooting plants.

The press release doesn’t state what new twists the game will offer, except hordes of new plant and zombie types. We don’t know if it will come to iOS and Android separately or at the same time, and how much the new game will cost.


Source : blog[dot]gsmarena[dot]com

Aug 19, 2012

Jetpack Joyride comes to Android, sticks to Amazon’s Appstore for now

Jetpack Joyride is one of the most popular game available for iOS and also one of the most requested for Android. Finally, after a year of releasing a game on iOS, developer Halfbrick Studios has ported the game over to Android.

Jetpack Joyride is a 2D side-scrolling game where you control Barry Steakfries who is strapped to a jetpack as he moves through a top-secret laboratory. You control the altitude at which he flies by touching the screen and dodge obstacles along the way. The game also offers various vehicles that give you special abilities. You collect coins as you fly, which lets you upgrade these vehicles.

Unfortunately, the game is only available on the Amazon Appstore for now, so only those in the US can install this game by installing the Appstore client first. Other Android users will just have to wait for the game to hit the Play Store. Or play it on Facebook till then.


Source : blog[dot]gsmarena[dot]com

Aug 17, 2012

Metroid: Other M 2? Team Ninja wants to make it for Nintendo

metroid wii u

Dead or Alive 5 developer Team Ninja wants another crack at Nintendo's Metroid.

Metroid: Other M 2? Team Ninja would certainly like to make it happen. Dead or Alive 5 director Yosuke Hayashi said at Gamescom this week that he’d love to return to the series.

“Unfortunately Metroid is kind of out of our league as it’s Nintendo’s game,” Hayashi told VG247, “But we’re still in close touch with co-creator Sakamoto-san, so we want to do something with him moving forward definitely. It really depends on what he wants to do with the game first.”

Metroid: Other M looked like everything fans of the science fiction adventure series ever wanted. Exploration, an expansion of Samus Aran’s pirate-infested universe, and a clever mixture of third-person and first-person perspectives, all in a package meant to flesh out the series’ skeletal story. Super Metroid and Metroid Fusion director Yoshio Sakamoto would be at the helm, working with Team Ninja, experts at fast-paced 3D action.

So what if Team Ninja has a history of making some of the most misogynistic games in history? Surely Nintendo won’t allow “breast physics” into its games.

Samus may not have been playing beach volleyball in Other M, but the strong, silent bounty hunter was turned into an indecisive coward beholden to a cast of men in Team Ninja’s Metroid. It wasn’t a bad game though, just a terribly told story.

If Nintendo is going to return to Metroid, it might be better to revisit its two-dimensional roots. 


Source : digitaltrends[dot]com

Aug 7, 2012

Facebook launches real-money Bingo gambling app

‘Bingo Friendzy,’ developed by UK developer Gamesys, has been introduced by Facebook as the social network’s first real-money gambling application.

While the app uses a separate login system from Facebook – one which requires users to enter a physical address – game activity can be published directly on your Facebook timeline.

The app is registered overseas in Gibraltar, a British territory, and as such is only open to UK residents aged 18 and over.

This is not the first time Facebook has permitted gambling apps enter its platform, but it is the first time users are able to stake real money – Bingo Friendzy does not rely on Facebook’s Credits system.

So, will you be yelling “Bingo!” on Facebook?


Source : blog[dot]gsmarena[dot]com