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Tuesday, November 13, 2007

Super Mario Galaxy On Wii Scores Big


We all knew that Super Mario Galaxy was going to be a huge game on the Nintendo Wii, but no one expected it to get these types of scores from critics as well as popularity from the consumers.

Super Mario Galaxy has 97 Metacritic points making it the highets rated next-gen game out there right now.

Super Mario Galaxy is even topping the likes of Halo 3 as well as Call of Duty 4.

The game released in Japan last week and has managed to sell over 250,000 units over there already. It is releasing in North America this week.

There have been few review scores which have given Super Mario Galaxy below a near-perfect score and this Metacritic points score proves it. Whether or not Super Mario Galaxy will be as big of a hit in retail in North America as it was with critics remains to be seen, but it surely may move some Wii units this holiday season

Euro truck simulator - Gallery

Roads around Berlin
Euro Truck Simulator is a truck simulation game set in continental Europe. The player can drive across a realistic depiction of Europe, visiting its beautiful cities, picking up a variety of cargos, and delivering them on time!

The road network in Euro Truck Simulator is based on genuine European roads, and cities in the game bring the essence of their real-world counterparts to the game.

As the game is set in Europe, European truck-designs feature exclusively - all trucks use highly realistic, meticulously detailed models based on real trucks. The truck interiors of Euro Truck Simulator are as equally impressive as the exteriors. With actual working instruments such as flashing indicators, temperature and low fuel warning lights, wipers, and naturally - a full set of gauges including speedometer - all built into the interior 3D model, Euro Truck Simulator offers a truly immersive simulation environment. The player can pan around the cabin, just as if they were actually sitting at the wheel.

Euro truck simulator - Gallery
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LEGO BATMAN: THE VIDEOGAME


Warner Bros. Interactive Entertainment Will Publish Games On Multiple Platforms in 2008

Warner Bros. Interactive Entertainment and TT Games will bring LEGO® BATMAN™: THE VIDEOGAME to next-generation and current generation platforms and the PC in 2008 with Warner Bros. Interactive Entertainment serving as the game’s EMEA publisher, including all sales and distribution functions.

In LEGO BATMAN: THE VIDEOGAME, TT Games brings the world of DC Comics’ Caped Crusader to life in an entirely new way. Players can explore a richly interactive LEGO Gotham City as Batman and Robin, capturing infamous villains – and even take control of the villains themselves.

“Batman spans several generations as one of the most popular DC Super Heroes, and LEGO BATMAN will appeal to several generations of gamers who grew up idolizing the Dark Knight and playing with LEGO toys,” said Samantha Ryan, Senior Vice President, Development and Production, Warner Bros. Interactive Entertainment. “Working with TT Games, we are confident they will continue their LEGO games’ success with this title, and we will expand our publishing endeavors with the introduction of the LEGO BATMAN franchise.”

“We’re sure our fans will be excited to know that we have the same fantastic team at Traveller’s Tales responsible for LEGO Star Wars and LEGO Star Wars II working on LEGO BATMAN,” said Tom Stone, Director of TT Games Publishing.

"There's nothing more appealing to our youngest fans than the chance to be The Batman," said Paul Levitz, President and Publisher of DC Comics, "and the LEGO BATMAN video game will provide a unique opportunity for them to immerse themselves in Gotham and Batman's adventures."

The LEGO BATMAN: THE VIDEOGAME story unfolds with Batman’s greatest foes escaping from Arkham Asylum and creating mayhem throughout Gotham City. Tracking criminals, including The Joker and The Penguin, players will utilize Batman’s gadgets as well as build and operate fantastic vehicles in one or two player cooperative gameplay.

The Invasion of Crimea from Sudden Strike 3: Arms for Victory!

Leading video game publisher Fireglow Games released today a new trailer for "Sudden Strike 3: Arms for Victory".

"The invasion of Crimea" was an amphibious offensive opration made in November 1943 by the Red Army with the object of liberating the Crimea from German occupation.

You can download the trailer (24 Mb) here:
ftp://ftp2.fireglowgames.com/ss3/video/Crimea_640x480.avi

For better background, you can also find screenshots(5 Mb) and maps(1.8 Mb) taken during the mission.

For more information about Sudden Strike 3: Arms for Victory, visit http://www.suddenstrike.com.

About Sudden Strike 3: Arms for Victory:
Sudden Strike 3: Arms for Victory is the latest instalment in the award winning, critically acclaimed and hugely popular Sudden Strike series. It features historically authentic models built to scale, fully interactive giant maps and full 3-D state-of-the-art graphics in the popular Sudden Strike style. Only Sudden Strike plays like the 'real thing'. WW2 gaming at its best: on land, at sea and in the air!

Features:

· Fully interactive landscape (all objects can be destroyed, all buildings and pillboxes can be
used as shelter)
· Massive operations on big maps, strategic scale of the maps (front line can be a few
kilometres long)
· Thousands of units fighting in the real time
· More than 300 tanks, ships, soldiers, guns and planes with original weapons built to scale
· Great sounds, 5.1 supported, nations speak native languages
· New feature - advanced Micro AI-behaviour allows to your troops to act exactly as you plan
· Joint naval and ground operations, air raids, artillery strikes etc.
· State-of-the-art technology to render 3D landscape, realistic lines of sight and fire
· Spectacular visual & lighting effects
· Multiplayer mode: up to 8 players, GameSpy® supported
· Five campaigns playable for American, British, German, Japanese and Soviet sides

Publisher: Fireglow Games Publishing

Heart-Stopping Action Of 'Alone In The Dark' Comes To Wii And PlayStation 2

Atari's Apocalyptic Action Blockbuster Coming to Five Platforms, Gameplay Uniquely Adapted to Wii Control System

Atari today announced that its forthcoming apocalyptic action blockbuster Alone in the Dark will launch for Wii and Playstation®2 in addition to Xbox 360™ video game and entertainment system from Microsoft, PlayStation®3, and Windows. Alone in the Dark will continue the legacy of innovation started by the first Alone in the Dark game with state-of-the-art technology driving a captivating and entertaining original gameplay experience.

Developed by Hydravision, Alone in the Dark for Wii and PS2 follows the same story as the PS3, Xbox 360 and PC version, where over the course of one apocalyptic night, hero Edward Carnby must uncover the earth-shattering secret hidden in New York’s iconic Central Park.

Hydravision has tackled the innovative and highly advanced technology driving Alone in the Dark on Xbox 360, PS3 and PC head-on, using the company’s wealth of experience and proven technology. The versions for Wii and PS2 have been developed in parallel specifically to take full advantage of each console’s capabilities. Both games push the hardware hard, incorporating many of the gameplay features found in the Xbox 360 version. On the Wii, the control system is specially adapted to make full use of the Remote and Nunchuck to manipulate objects in real-time, a key gameplay feature of Alone in the Dark, enhancing the player’s immersion in the experience.

“Realising the enormous ambition of Alone in the Dark is a huge technological challenge, which becomes even more demanding on Wii and PlayStation 2,” said Mathias Hautefort, Executive Vice President of publishing and production, Atari. “However, we’re certain players will be impressed with what Hydravision have achieved on the two consoles, not least with the Wii game which is perfectly adapted to the gameplay thanks to the console’s unique controllers.”

Designed in the spirit of blockbuster entertainment and inspired by the gripping style of contemporary TV dramas, Alone in the Dark delivers a new level of narrative intensity, packed with action, plot twists and nail-biting cliff-hangers. With a story written by Eden Games and scripted by New York Times best-selling writer Lorenzo Carcaterra, Alone in the Dark sees one of video gaming’s original innovators return to deliver an outstanding action gaming experience.

RHEM 3 on Mac and PC

Third installment in the popular pure-puzzle adventure series set to tease brains and challenge minds in February 2008

Got Game Entertainment LLC today announced a North American publishing deal for “RHEM 3”, the third installment in the popular “RHEM” series created by Knut Mueller. In this intricate pure-puzzle first person adventure game for PC and Mac, the adventures of brothers Kales and Zetais continue in the mysterious land of RHEM. Like its predecessors, "RHEM 3" features non-linear gameplay, non-violent story, and mind-bending puzzles. “RHEM 3” is scheduled for a February 2008 release and will retail for $29.99 (USD). The game is not yet rated by the ESRB.

Set in a labyrinthine world of hidden rooms and secret passages, strange vehicles and odd machines, “RHEM 3” opens the door to a new journey of mystery and adventure. In search of a certain black gem, hints hidden in a secret library and clues offered by the peculiar inhabitants of RHEM will assist you in your quest. With an adventurous spirit, logical thinking, and keen puzzle-solving, you will slowly but surely divine the location of this curious treasure and unveil the secret it holds.

“The puzzling mind of Knut Mueller has done it again,” said Got Game Entertainment President Howard Horowitz. “Entering the world of ‘RHEM 3’ is a trip into one of the most clever pure-puzzle adventure game worlds yet.”

For more information, visit www.Rhem3.com.

Geometry Wars: Galaxies for Wii and DS

Galaxies to Include a Multitude of New Levels, Enemies and Weapons to Make it the Largest Geometry Wars Universe of All Time

Sierra Entertainment, a division of Vivendi Games announced today that Geometry Wars: Galaxies will be available nationwide on January 18th for the Nintendo Wii and Nintendo DS.

The Geometry Wars: Galaxies videogame for both the Nintendo Wii and DS accelerates to warp speed with masses of enemies, more than 60 planets, bigger power-ups and a brand new Battle Drone to help players tear through the campaign mode. Also, for the first time ever, Geometry Wars will let players battle across a variety of planets in multiplayer mode.

Those that own both the Nintendo Wii and DS titles can link the games together using Wi-Fi to unlock bonus levels to both. Additionally, Geometry Wars: Galaxies is one of the first Nintendo Wii videogames to offer the ability to link the Nintendo Wii system via GameShare with the DS system to download a full, free version of Geometry Wars: Retro Evolved.

“We are excited to provide in Geometry Wars: Galaxies more than 60 times the amount of content than Geometry Wars: Retro Evolved, with new levels, controls, weapons and enemies,” said Al Simone, senior vice president, global marketing for Sierra Entertainment.

For more information, please visit the game’s official Website at www.geometrywarsgalaxies/.

UK games chart November 10

Week ending 10 November 2007

1 CALL OF DUTY 4: MODERN WARFARE ACTIVISION
2 WWE SMACKDOWN VS RAW 2008 THQ
3 THE SIMPSONS GAME ELECTRONIC ARTS
4 PRO EVOLUTION SOCCER 2008 KONAMI
5 FIFA 08 ELECTRONIC ARTS
6 THE SIMS 2: CASTAWAY ELECTRONIC ARTS
7 RATATOUILLE THQ
8 HALO 3 MICROSOFT 5
9 FOOTBALL MANAGER 2008 SEGA
10 HIGH SCHOOL MUSICAL: MAKIN' THE CUT! DISNEY INTERACTIVE STUDIOS
11 THE LEGEND OF ZELDA: PHANTOM HOURGLASS NINTENDO
12 MYSIMS ELECTRONIC ARTS
13 LEGO STAR WARS: THE COMPLETE SAGA LUCASARTS
14 JUICED 2: HOT IMPORT NIGHTS THQ
15 RATCHET & CLANK: TOOLS OF DESTRUCTION SONY COMPUTER ENT.
16 MOTORSTORM SONY COMPUTER ENT.
17 RESISTANCE: FALL OF MAN SONY COMPUTER ENT.
18 NEW SUPER MARIO BROS. NINTENDO
19 CRASH OF THE TITANS VIVENDI GAMES
20 TIGER WOODS PGA TOUR 08 ELECTRONIC ARTS 15

Dragoneer's Aria fires up PSP

Nippon Ichi return with a brand new RPG designed specifically for PSP.

KOEI, today announced the release of Dragoneer’s Aria. Designed from the ground up for the PSP this epic fantasy RPG combines everything that has made top quality traditional RPGs so compelling while adding some clever new ideas to the mix. Developed by renowned Japanese Strategy RPG specialists, Nippon Ichi, in partnership with Hitmaker, Dragoneer’s Aria is set for release on Sony’s PSP across Europe in February 2008.

“When you can combine the talents of some of the world’s most experienced RPG developers, with the man responsible for the awesome character design in Lineage II and the genius of Johann Sebastian Bach then you clearly have something worth getting excited about. Dragoneer’s Aria is shaping up to be the first essential PSP release of 2008. ” said Will Curley, Sales Manager for KOEI Ltd.

About DRAGONEER’S ARIA

The world was at peace thanks to the six elemental dragons of fire, water, thunder, earth, wind, and ice. In this world, dragons control both nature and the climate and they are worshiped by both humans and humanoids as the guardians of the world. Because of their significance, elite knight corps known as dragoons protect the dragons from harm. When a mysterious black dragon suddenly appears and begins destroying the kingdom the dragoons fight back, but are powerless against the black dragon’s fearsome strengths. Now a young knight recruit called Valen must fight together with the brave warriors he meets on his journey to save the guardians of the world.

Dragoneer’s Aria takes the concept of the traditional RPG and gives it a timely new spin with a brand new turn system that enables players to select the order of each character’s attack. This gives players much more control and more of a strategic grasp in battle. Players can even have all 4 characters attack in a row, before the enemy attacks. This new approach to battle allows players to “chain” attacks that can trigger powerful “Chain Skills”. These special attacks get exponentially stronger if “chained” longer.

Forget trudging back and forth across the map and being forced to engage in countless random encounters. Dragoneer’s Aria introduces visual enemies and field skills for a role playing experience where action is at the forefront and there is seamless transition between adventure and battles. Character ability also plays an important role in Dragoneer’s Aria. Depending on who is leading the team on the field, their team ability changes. For instance one character may have the ability to heal as they walk and if that character is set as the leader, then the entire team takes on that ability.

For Dragoneer’s Aria, there is a whole new way to guard enemy attacks. The ordinary guard is replaced by a rhythm based clicking game similar to that of a musical rhythm action title. The player’s success rate in this mini game will determine the amount of damage they receive.

Dragoneer’s Aria is the latest blockbusting RPG from Nippon Ichi in partnership with Hitmaker. It follows in the footsteps of hugely popular titles Makai Kingdom, Phantom Brave, La Pucelle: tactics and of course the critically acclaimed Disgaea and its stunning sequel. With a wealth of new ideas to freshen up the whole RPG experience, a tale that begs for just one more go, and a soundtrack that includes music from the legendary JS Bach, Dragoneer’s Aria is already looking like being one of the essential PSP purchases of 2008.

Online Competition To Find Real Diamonds

RealNetworks today launched Diamond Detective, a new mobile phone game based on the massively popular PC puzzle game. The game incorporates a first-for-mobile online diamond hunt, in which players can solve clues to win real diamonds.

The competition will run in Europe from the game's launch in October 2007 until mid-2008. Over €15,000 worth of diamonds are up for grabs by players. Winners will be chosen at the end of each quarter, with three players eventually walking away with a small fortune in gemstones.

As players complete levels within the Diamond Detective mobile game, they are given hints about the locations of the stolen gems. They can then log onto the Diamond Hunt website: www.diamond-hunt.net and use these clues in the competition. Players can even download a demo version of the game from the website, directly to their handset – free of charge.

“This is a step in a new direction,” said Wilhelm Taht, Head of Marketing, Mobile Games EMEA of RealNetworks. “Our research has shown that there is a gap between the value consumers feel they receive compared to the steps they need to take for buying mobile games. By tying the game into an ongoing competition and giving players a reason to return and complete the game, outside the immediate fun factor, we're pushing mobile entertainment into very different territory and providing additional value for the players. They can even try the game for free first to find out if they like it. It's a no-risk deal for players.”

Diamond Detective is published by RealArcade Mobile and is developed by the mobile games studio Mr.Goodliving - the critically acclaimed team behind the hugely successful Playman series and other award-winning mobile games. Diamond Detective offers a new twist on a classic puzzle game in which players must create and remove chains of gemstones from the playing area within a tight time-limit. Success in doing so rewards the player with clues towards the thieves within the game – and the gems in the online diamond hunt.

“Diamond Detective is a fantastic game in its own right,” says Matt Turetzky, vice president, off-the pc games at Real. “It combines simple, pick-up-and-play controls with intuitive game play that can be understood in seconds, but which can keep players engaged for a significant amount of time as they try to create longer, larger and higher scoring chains of gems. We firmly believe that the game's natural appeal, combined with the attraction of the online Diamond Hunt and the chance to win real high value prizes will help Diamond Detective to raise the bar for mobile games.”

Diamond Detective has released this month through a wide range of mobile networks, carriers and retail channels. The online website can be found at www.diamond-hunt.net.

Diamond Detective was created using RealArcade Mobile's proprietary EMERGE technology, ensuring that the game will support the widest possible range of mobile phone handsets and ensuring gamers around the world can play and enjoy it with ease.

SouthPeak's Dreams Come True

Dream Pinball Coming In Q1 2008

SouthPeak Games has announced the first details of Dream Pinball, another title bolstering its rapidly growing 2008 line-up. Dream Pinball will be a cutting-edge pinball simulation for PC, Wii™ and Nintendo DS™ making the best use of available technologies to elevate pinball simulations to the next level.

Featuring six distinctive tables, Dream Pinball draws on the latest hardware features to provide visuals that easily surpass previous pinball titles. HDR lighting, motion blur and advanced particle systems generate a remarkable graphical sheen, with selectable cameras providing one fixed and six dynamic action-tracking camera angles. The tables themselves feature a wide range of designs and themes, each one complete with multiple areas, secrets, an array of special effects and spectacular three-way multiball.

Dream Pinball also excels in the gameplay stakes, with real-world physics determining the game’s ball dynamics. In a unique spin, balls can be made from six different materials including marble, oak, ivory and gold - each with their own distinct ballistic properties. With a multiplayer mode allowing up to four players to compete for points and versatile scalability options for owners with more modest PC hardware, Dream Pinball is set to become the definitive pinball simulation when released for PC, Wii and Nintendo DS in February 2008.

Melanie Mroz, executive vice president, SouthPeak Games said “Dream Pinball is a brilliant translation of the ever-popular pastime. Anyone can pick up pinball and when it looks and plays this great, there’s no reason not to.”

Dream Pinball will be released for PC, Wii and Nintendo DS in February 2008.

Release Of Unreal Tournament 3: The Soundtrack

2-CD SET FEATURING MUSIC BY ROM DI PRISCO AND JESPER KYD

Sumthing Else Music Works, Inc., through its licensing relationship with Epic Games, proudly presents Unreal Tournament 3: The Soundtrack. The 2 disc set will be released on November 20th to retail outlets through Nile Rodgers’ Sumthing Else Music Works label www.sumthing.com. Sumthing Else Music Works is the industry leader in licensing and distributing video game soundtracks.

Featuring over 150 minutes of intense new tracks written and produced by "Need For Speed" veteran Rom Di Prisco and award winning "Hitman" composer Jesper Kyd, Unreal Tournament 3: The Soundtrack includes a diverse range of modern electronic genres representing UT3's various environments in addition to a number of re-mixed Unreal franchise classics. Di Prisco mixes hard hitting electronica with elements of breakbeat, bigbeat, and drum n bass, while Kyd blends melodic themes, hardcore dance beats and surreal scifi soundscapes for a truly Unreal experience.

"Unreal Tournament 3’s soundtrack largely consists of high intensity fast paced action tracks which provides the drive to match the title’s relentless gameplay style," said Mike Larson, Audio Director at Epic Games. "Both composers Rom Di Prisco and Jesper Kyd are new to the Unreal franchise contributing a fresh electronic sound in addition to breathing new life into a number of UT classics which were completely re-recorded with modern sensibilities."

Unreal Tournament 3 marks the return of the world's premiere first-person shooter to the PC, and its debut on PlayStation 3. Unreal Tournament 3 unleashes the full power of Unreal Engine 3, taking graphics, gameplay, and challenge to a whole new level. Players engage in intense battles with other human players online, or against Unreal artificial intelligence that sets the industry standard. With the most powerful futuristic weapons and vehicles available, this is FPS action at its best! More information about Unreal Tournament 3 can be found online at www.unrealtournament3.com.

Xbox LIVE Arcade Launches 100th Title on Wednesday

"SHREK N ROLL" and "Screwjumper!" Join the Platform

Join “Shrek,” “Fiona,” “Donkey,” “Puss in Boots” and 20 other twisted fairy tale friends in “SHREK N ROLL,” a puzzle game designed for ogres of all ages on Xbox LIVE Arcade for Xbox 360.

Navigate through 16 challenging mazes across four unique environments in Far Far Away’s newest competitive tournament. Test your tilting and rolling skills in Single Player mode, challenge others in Versus mode, or work together with friends and family in 2-player local Co-op mode. The game will be available this Wednesday, 14th November, 2007 at 9:00 a.m.

Also this Wednesday, Xbox LIVE Arcade launches its 100th title with “Screwjumper!.” Published by THQ and developed by Frozen Codebase, players take the plunge in “Screwjumper!” and free-fall into the depths of a chaotic underworld, driving aliens back to their home world by destroying their precious mining equipment. The free-falling action takes place on four different planets and features a total of 20 mines.

“Screwjumper!” allows players to compete with friends locally via a split-screen mode, as well as over Xbox LIVE. The game will be available this Wednesday, 14th November, 2007 at 9:00 a.m.


Where can I get “SHREK N ROLL” and “Screwjumper!” from?

SHREK N ROLL: available for 800 MS Points from 9:00 a.m., Wednesday 14th November 2007

Screwjumper!: available for 800 MS Points from 9:00 a.m., Wednesday 14th November 2007

More information is available at http://www.xbox.com/games/livearcade.

Pet Pals: Animal Doctor - For The Nintendo DS

New Game Incorporates Medical Cases from Real Veterinarians

Majesco Entertainment, an innovative provider of video games for the mass market, today announced Pet Pals: Animal Doctor for the Nintendo DS™. Developed by Legacy Interactive and Frontline Studios, Pet Pals: Animal Doctor invites players to step into the challenging world of veterinary medicine as they diagnose and treat 30 different medical cases created by real-life veterinarians.

“Millions of people are pet owners but few have in-depth knowledge of the behind-the-scenes care required to keep our beloved animals healthy,” said Gui Karyo, Executive Vice President of Operations, Majesco. “Pet Pals: Animal Doctor is a fun, challenging game that will give DS owners a better understanding of veterinary medicine as they treat animals via realistic Touch Screen procedures.”

In Pet Pals: Animal Doctor, players will learn the techniques required to diagnose and treat 23 different lovable pets, including a Yorkshire terrier, python, turtle, parakeet, rabbit, Siamese cat and hamster. To do so, players must successfully administer more than 40 Touch Screen tests while interacting with stressed patients and concerned pet owners. Thirty different medical cases, from hairballs to infections to broken bones, were created by real veterinarians and lend authenticity to the game play. After treatment, players can feed, clean and play with their patients in the Recovery Room to help improve each animal’s spirits as it heals.

Pet Pals: Animal Doctor will launch in early 2008 for a suggested retail price of $19.99. For additional information on this game as well as Majesco’s exciting line of products, please visit www.majescoentertainment.com.

TimeShiftTM Xbox 360 Demo Available On November 14

Sierra Entertainment announced today that a multiplayer demo for TimeShift™ will be available via Xbox Live® download.

Developed by Saber Interactive and published by Sierra Entertainment, TimeShift is a first-person shooter (FPS) video game that allows players to master the flow of time, to become the ultimate weapon in war-torn environments. Armed with the experimental time-manipulating Beta Suit and a huge arsenal of weaponry and vehicles, players have the ability to slow, stop and reverse the flow of time, allowing them to control several aspects of each battle sequence. Intuitive time controls give the player the ultimate advantage in avoiding attacks, correcting mistakes and outsmarting the enemy.

With a comprehensive online 16-player multiplayer mode, featuring time grenades, 14 different maps and over 40 different features, TimeShift gears itself to the players' unique style of gameplay by allowing matches to be completely customizable. Players can battle it out in a tight, well-balanced multiplayer experience that implements several aspects of the time-manipulating gameplay element found in the single-player campaign.

TimeShift has an ESRB "M" for Mature rating. For more information, please visit the game's official website at www.timeshiftgame.com.

Release Of The Halo 3 Original Soundtrack

FROM THE MOST SUCCESSFUL ENTERTAINMENT LAUNCH IN HISTORY, COMES THE MOST ANTICIPATED VIDEO GAME SOUNDTRACK OF THIS HOLIDAY SEASON

Sumthing Else Music Works, Inc., through its licensing relationship with Microsoft Game Studios, proudly presents Halo® 3 Original Soundtrack. The highly anticipated original soundtrack comes in a 2-CD set featuring the game’s original music score and will be released on November 20th to US retail outlets through Nile Rodgers’ Sumthing Else Music Works label www.sumthing.com and via digital download at Sumthing Digital www.sumthingdigital.com.

Halo 3 is the conclusion to the epic trilogy and picks up where Halo 2 left off, answering questions about the fates of the beloved protagonist Master Chief™ and his artificial intelligence sidekick Cortana as they struggle to save humankind from destruction at the hands of the alien coalition known as the Covenant.

The official Halo 3 Original Soundtrack features the new symphonic compositions by Martin O’Donnell and Michael Salvatori, the award-winning composers behind the best-selling Halo: Combat Evolved, Halo 2 Volume One and Halo 2 Volume Two soundtracks. In addition to new original tracks written for the Halo 3 video game, the Halo 3 Original Soundtrack also includes new arrangements of the game’s musical themes that Bungie’s audio director and composer Martin O’Donnell recorded with a full live orchestra and chorus. The 2-CD set amounts to two hours of original music from the game Halo 3.

Developed by Bungie Studios and published by Microsoft Game Studios, the critically acclaimed Xbox 360® exclusive, which was released worldwide on Tuesday, Sept. 25, is the fastest-selling video game ever and already one of the most successful entertainment properties in history. The Xbox 360 title beat previous U.S. sales records set by blockbuster openings for entertainment events such as the release of “Spider-Man 3” and “Harry Potter and the Deathly Hallows.” Halo 3 was released in 37 countries and 17 languages. To date, more than 20 million copies of the games in the Halo trilogy have been sold worldwide. For more information visit www.halo3.com.

Game animator masters art of fun


Roberta Browne says she grew up on "a steady diet of Looney Tunes cartoons and 'The Wonderful World of Disney.' " All her spare time in high school was spent drawing cartoon characters.

After getting a commercial-illustration degree at Ontario College of Art and Design in Toronto, she tried her hand at freelance illustration for two years and wound up earning the bulk of her income by waitressing and bartending.

Feeling off her game, she returned to school for animation and, upon graduating, landed her first job as an animator. A decade later, Browne joined Bungie Studios in Kirkland last May, where she works as a lead animator, a job that involves everything from 3-D software to brainstorming sessions to pratfalls.

Q. How did you land your first game animation gig?

A. I studied animation at Sheridan College in Ontario. Every year the school would hold an open house to showcase the work of the graduating students. There was usually a big industry presence, with representatives ranging from small post-production shops to big movie houses to game companies from both Canada and the United States.

After graduation, I got a job at a small post-production house in Toronto, creating animations and effects for TV shows.

I was contacted a few months later by Broderbund, a game company in the San Francisco area. One of their lead animators had attended the open house and seen my reel. I have to admit, the initial draw of living in California overshadowed the opportunity to work in games. I wasn't sure what was involved in being a game animator but thought I could figure it out. What I discovered is it is an exciting, challenging and extremely rewarding job.

I worked at a couple of California game companies before moving to Seattle in 2003. Over the years, I worked my way through the ranks, starting as an animator, working up to senior animator and then finally to lead animator. I have worked on seven released games as well as a few prototypes that did not make it to market. Some of the more notable are "Buffy the Vampire Slayer" (Xbox), "Shadowrun" (Xbox 360/Vista) and, of course, "Halo 3."

Q. What does a lead animator do?

A. My role has changed from creating animation content to managing. I oversee a team of five animators. Most of my time is spent planning, problem-solving, coordinating with other functional groups and working with the animation team to ensure they have everything they need to create animation content.

I participate in [their] reviews of content so far, brainstorming and acting sessions. Acting sessions involve falling onto mats, jumping, punching and so on. We hand-animate, so there's no motion-capture technology involved. We're old school in that regard.

I try to get in a bit of animation here and there but it is very limited. It was an interesting transition from creating animation to helping others create. animation.

Q. What software does your team use?

A. Maya, a 3-D application produced by Autodesk. There is a wide variety of software packages and many offer free downloadable learning versions. It is more important to learn the basic animation principles, rather than becoming an expert on one software package. But it's a good idea for people interested in computer animation to take a look at the various learning editions available.

Q. How does game animation differ from film animation?

A. With games, animators create a bunch of smaller pieces of content that are then combined in the game engine. In film, animators work on shots or scenes and animate all the motion from start to finish. So a game animator needs to collaborate with other disciplines. That's what I love — it takes art, design and engineering working together to fully realize and bring a game character to life.

Q. What's the Bungie office like?

A. The studio has an open floor plan. Each group has its own unique work style, with some preferring to work in silence and others, such as the animators, requiring creative bursts of energy to get inspired. And while there may be the odd outbreak of "inspirational shenanigans," everyone here is extremely passionate about their job and the games we make.

Q. What hours do you keep?

A. That depends on where we are in the production cycle. On average, a cycle ranges from two to three years.

During preproduction and early production, hours are pretty normal. For me, normal is 9 a.m. to 6 p.m., give or take an hour. This changes as you get close to shipping a product.

Making games is such an organic process. No matter how much you plan, there is always the feeling there is more work to do than time available. You still want to make sure you have time to spend with family and friends, but at the same time you want to work as much as you can to make the game as good as possible.

Q. Are you a gamer yourself?

A. I play games outside of work, about three to five hours a week. But I do not consider myself an avid gamer. My passion lies with animation and bringing characters to life. A lot of my free time is spent taking figure-drawing and figure-sculpting classes. This keeps my observational eye sharp.

Q. What advice can you offer hopeful animators?

A. There are so many schools offering animation courses. My advice is, put your focus on learning how to animate. Many schools focus more on teaching different software, and it is fairly easy to get a character to move around. But to have that character act and emote is the real trick.

Look for the schools that offer training in animation principles and acting. Having a solid understanding of the basic principles of animation and acting is the key to being a successful animator.

If you enjoy [computer] games, then play them! Knowing what both looks good and feels good from a game-play point of view is very beneficial for a game animator.

Ultimately, people are going to buy a game because it is fun, not because it has the most amazing animation.

Can a new 'face training' computer game really take years off you?


A new and bizarre beauty treatment is about to hit us in the face - not with a bang, but with a beep-beep-beep.
The computer games company Nintendo, purveyors of Super Mario Brothers and Streets Of Rage 3, has invented a dinky little facial - exercise computer game called Face Training.

Face Training promises that far from sitting slack-jawed in front of your gaming console and drooling, it will, if you spend ten minutes a day playing, give you a kissable face.

"Through a camera and a series of daily exercises the computer helps improve facial muscle tone, improving your appearance," claims Nintendo.

Computer games that make you photogenic are a great idea. But do they actually work?

Face Training isn't available in the UK yet, but it is out in the land of hyper-electronics, Japan, and will apparently be available here before Christmas.

So in the meantime, Nintendo lends me a prototype and I beg my Japanese-speaking friend Paul to translate the instructions.

When it arrives, I open it curiously. The console is a black plastic rectangle, about the size of a Prada wallet. Welcome to the future of beauty, ye uglies.

I switch it on. The console twinkles and starts playing sleazy 1970s music. On the left-hand screen a cartoon head appears and starts talking Japanese; on the right screen a real head and body appear.

The body is wearing a blue top and blue shorts and she has very defined collarbones, possibly because women stuck in games consoles don't eat carbohydrates.

She looks a bit like Posh Spice and I am supposed to follow her movements.

Little coloured buttons float around her, which I have to press with an electronic pen to navigate the system, choosing either a face or body warm-up.

It is very strange, the sort of workout you can imagine Ripley doing in Alien, alone on a vast space ship light years away.

I'm not sure if I feel incredibly post-modern, or incredibly stupid, taking orders from a miniature cartoon woman.

Now, she wants me to do a body warm-up. She rolls her head from side to side in one direction, and the other urges me on in a soothing Japanese voice.

I roll my head around, a slave to the cartoon, holding my DS console and pen, which makes my palms itch slightly.

Then I roll my head in the other direction, move my shoulders up to my ears, and sit in the lotus position, holding my palms upwards in my lap.

Next, I drop the console, and, with the aid of my friend Paul's exhaustive notes, I begin Face Training properly.

The Posh Spice lookalike closes her eyes slowly, down into the "calm" position and I follow her.

This is bizarre - I am working harder to follow the instructions than I am working to "train" my face.

Red down-pointing arrows appear on her cartoon eyes - a bit like wounds - to remind me that I should be closing my eyes.

Her eyes then open slowly (I only realise this because I sneak a look and see that the red arrows are now pointing upwards) and settle into the "surprised" position.

Next we roll our eyeballs together, to the left and the right - I hope no one can see me do this - and then on to our first mouth exercise.

A word of warning: do not do this in public unless you want the men in white coats to confiscate your DS console.

The cartoon pushes her mouth sideways and upwards to the right, as if she is trying to touch her cheekbone with her lips.

Then she opens her mouth very wide into a Disney heroine smile, which falls into a frightening grimace.

Next a sweet 'O' and she opens her eyes very wide.

More twinkling music plays and she disappears. My head now appears on the screen instead, courtesy of the tiny camera attached to the console (ugh!).

Unfortunately, I have to watch myself do this - although ubiquitous cartoon woman is now on the other side, demonstrating.

And somehow, I seem to have gone to a higher level, because the exercises are more challenging.

Using the red arrows, the cartoon orders me to close just one eye, then the other, and then to swivel my eyeballs around. It hurts.

We move on to mouth manipulation - up to left, up to right then open wide into an open smile, as if to receive a large slice of pie.

And that seems to be it for today.

The computer will store every movement I make and put it into a computerised calendar so I can plot future workouts and know exactly how many times I opened and closed my eyes and made "O" shapes with my lips on any given day.

The cartoon congratulates me in Japanese and disappears.

I observe my face - it looks exactly the same, perhaps slightly angrier.

Using the pen, I explore the programme, looking for more challenging exercises. I find one where the cartoon sticks her tongue out at me. I retaliate and do the same.

Another seems to want me to push my right nostril up towards my eye. Perhaps this event will make it into the Olympics in 2012.

Roll eyeballs up! Roll eyeballs down! Roll eyeballs north-east! Roll eyeballs north-west! Take the gold medal!

Cartoon woman now resembles Michael Myers from the film Halloween, after being captured by Donald Pleasance.

She squeezes her mouth up to the right, and closes her right eye. She raises her nostrils and closes her eyes.

Then she does something my mother does when she is angry - she pushes her mouth up into a grimace, then into a deepest "O", while waggling her cheeks and raising her eyebrows.

Is my mother moonlighting at Nintendo? I snap the DS shut.

Face Training is only the beginning of computerised exercise.

Soon, no one will ever need to leave the house. Nintendo will launch sight training "to help train visual abilities" later this month, and Wii Fit, a computerised personal trainer that "will turn the living room into a fitness centre for the whole family" is on its way.

Although I know in my heart that this is the sort of thing Yummy Mummies will try, I find the future depressing.

Why turn my living room into a fitness centre? Why not just walk in the woods, among real trees using your real legs breathing in fresh air? And why must I stick my tongue out at a heartless computer?

Isn't that, even in this brave new world, what my friends are for?

Schools use video games to attack youth obesity


The cops appear hot on 14-year-old Alex Dahlquist’s tail, and he’s getting frantic.
Pedaling madly on his stationary bike and staring into the screen before him, the high school freshman shrieks for help as sirens squawk behind his virtual vehicle.

“Oh, my God, I’ve got to get rid of this guy!” he screams.

As he pedals toward escape, Alex seems to forget his fast-pumping legs and the sweat dripping from his forehead — which is the point.

Twice a week Alex heads to the Carol Stream Park District’s foray into tackling childhood obesity — a youth gym called Power Play that is equipped with nothing but interactive fitness machines: video games, flashing colored lights and a symphony of bloops and bleeps.

Alex and his parents think video games were part of what led the 5-foot-9-inch boy to weigh 234 pounds at his tender age, so they figure they might also help slim him down.

During the hours Alex spends after school with a personal trainer, he also heaves weights and glides on an elliptical machine in the traditional exercise room. But his favorite workout comes in the arcade.

“This is more fun because it’s big screens and video games,” Alex said.

It is in this room that his trainer, Gina Gagliardi, sees extra effort.

“The difference with Alex in here is that he wants to do it,” Gagliardi said. “You have to keep it interesting.”

Figuring it is where the kids are spending much of their time anyway, more park districts and schools are using video games and interactive equipment to attack obesity.

Brian Romes, superintendent of recreation for the Carol Stream Park District, said he hatched the idea for Power Play at fitness industry expositions, where one of the current obsessions is youth obesity. The district charges $3 an hour in Power Play, and attendance has been spotty since the June 2 opening. But Romes said they are waiting for word to spread.

“If we can, in a sense, trick them into seeing this as entertainment, it can get them away from the sedentary life,” Romes said.

In addition to the stationary bike, the games spread across the 1,000-square-foot room include “Dance Dance Revolution,” which requires a player to jump around nine squares in rhythm to a song; “Trazer,” for which a user wears a belt to move in sync with a character on a screen, then responds to various dropping or flying objects; and “Makoto,” in which a player stands inside a triangle and lunges back and forth to bash a series of flashing colored lights on the three posts.

Alex said that he has been trying harder than ever to slim down since he began attending high school this year.

“High school is tougher and more serious,” Alex said. “There’s fitness tests, and I want to be able to do those.”

Guitar Hero III boosts US music sales

DragonForce album jumps 126 per cent

There are early indications that Guitar Hero III has had a significant impact on music sales for bands featured in the game.

The game, subtitled Legends of Rock, was released in the US at the end of October. It will launch in Europe on 23 November.

Hard rock label Roadrunner Records said that sales of DragonForce's album "Inhuman Rampage" increased 126% week-on-week in the wake of Guitar Hero III's release. DragonForce's song "Through the Fire and Flames" is featured as an unlockable bonus track in Guitar Hero III.

Slipknot, another Roadrunner artist featured in the game, also saw its album sales increase.

The news follows comments made by EA's Steve Schnur at Games Convention Asia in September. Schnur asserted that games were now more relevant than radio when it comes to promoting new music.

US sales figures for Guitar Hero III are not yet available, but Activision is expecting the music title to be one of its top sellers this year. Its extensive marketing campaign for the game has included sponsorship of the Sex Pistols' reunion concerts in London last week.

Banjo-Kazooie not cancelled, says Rare

Developer source denies rumours - again

A source at UK developer Rare has told GamesIndustry.biz that its Banjo-Kazooie title for Xbox 360 has not been cancelled, despite rumours to the contrary.

There is speculation that development of a major, first-party Microsoft title has been stopped. But, if true, this is "definitely not" Banjo-Kazooie, says the source at the Microsoft-owned developer.

Rumours have intensified since Shane Bettenhausen, of US magazine EGM, mentioned them on last week's 1up Yours podcast.

"A big Microsoft first-party title that has been in the works for a very long time, that people are very excited for, sounds like it's being cancelled," said Bettenhausen. He added that the story had a "97 per cent chance" of being true, and may break this week.

Much of the subsequent speculation has focused on Banjo-Kazooie. The finger has been pointed at the latest in the popular series of platform games due to the poor sales of Rare's other family-oriented 360 games, Kameo and Viva Pinata.

Source: Games Industry

Why Disney love video games...

Iger aims to apply same strategy as for music

Walt Disney CEO Bob Iger has said that he regards videogames as "another promising creative engine" for the company.

Iger is quoted in today's New York Post telling investors that he intends to use a multi-platform approach, similar to Disney's recent music strategy, to push the company's game sales.

"We intend to use it to do exactly what we did in the music business to our video games business, but on a much larger scale," he said.

Tie-ins with popular movie and TV series, such as High School Musical, have seen Disney's music division produce USD 100 million in income. Disney has just launched a High School Musical game.

"We are a publishing company on the outside of the video games business," admitted Iger. "But where they [other companies] may not have a cable channel, or a movie company, or even a record business, or a radio business, or online - we have all of those. We intend to use them fully."

Iger said the company's intention was to focus on games it develops itself. It has increased spending on game development from USD 100 million in 2006 to a projected USD 175 million in 2008.

In July of this year, Disney announced that it had acquired the UK's Climax Racing Studio, and Warren Spector's Junction Point Studios.

Why Disney love video games...

Iger aims to apply same strategy as for music

Walt Disney CEO Bob Iger has said that he regards videogames as "another promising creative engine" for the company.

Iger is quoted in today's New York Post telling investors that he intends to use a multi-platform approach, similar to Disney's recent music strategy, to push the company's game sales.

"We intend to use it to do exactly what we did in the music business to our video games business, but on a much larger scale," he said.

Tie-ins with popular movie and TV series, such as High School Musical, have seen Disney's music division produce USD 100 million in income. Disney has just launched a High School Musical game.

"We are a publishing company on the outside of the video games business," admitted Iger. "But where they [other companies] may not have a cable channel, or a movie company, or even a record business, or a radio business, or online - we have all of those. We intend to use them fully."

Iger said the company's intention was to focus on games it develops itself. It has increased spending on game development from USD 100 million in 2006 to a projected USD 175 million in 2008.

In July of this year, Disney announced that it had acquired the UK's Climax Racing Studio, and Warren Spector's Junction Point Studios.

THQ to focus on Nintendo and XBox 360

Lazard's Sebastian predicts "slower ramp" on PS3

Lazard Capital analyst Colin Sebastian has predicted that THQ will retain its focus on Nintendo platforms and Microsoft's Xbox 360 - and be slow to increase its commitment to PS3.

Sebastian made his prediction after hosting investor meetings with THQ managament. The meetings followed the company's recent announcement of disappointing results for the second quarter of its fiscal 2008.

"We expect THQ to remain more closely aligned with Nintendo and Microsoft platforms over the next couple of years," Sebastian said.

"This reflects THQ’s historical strength on handhelds (GBA and DS), increasing development slate for Nintendo’s Wii, early success with titles on the Xbox 360 (e.g. Saints Row) and a slower ramp on the PS3."

He also said that THQ was optimistic for the success of its next title licensed from a Pixar fim. Wall-E is expected to have "broader consumer appeal" than recent release Ratatouille.

THQ also has high hopes for sequels to its own properties, Saints Row and Red Faction. It expects that 40 per cent of its revenues will come from internal studios in fiscal 2008, up from 30 per cent in fiscal 2006.

GTA IV still due in early 08

Take-Two chairman Strauss Zelnick has clarified that Grand Theft Auto IV will still release in the company's second fiscal quarter - between February and April 2008.

Last week, Zelnick told a BMO Capital Markets conference that the company was not ready to announce a firm date for the highly-anticipated title.

This was taken by some to mean that the previously announced launch window - between the start of February and the end of April 2008 - was not set in stone.

But Zelnick, speaking to Gamespot, has stated that he only meant that Take-Two and developer Rockstar did not want to name an exact date yet.

"I wasn't intending to be newsworthy," Zelnick said. "When asked about the release date, I confirmed the previous release date we'd given, which is our second fiscal quarter. That's to say sometime between the beginning of February and the end of April."