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Friday, December 07, 2007

"Imperium Romanum": Pompeii screenshots published!




Today, Kalypso Media Group is publishing three new screenshots of the upcoming strategy title "Imperium Romanum". These screenshots are showing the historical town of Pompeii, which is located in the Gulf of Naples and was destroyed after the volcanic eruption of the Mount Vesuvius in 79 A. D.

In "Imperium Romanum", the map of Pompeii offers a special challenge, as the volcano Vesuvius is considered to be extremely unstable. Again and again, the player has to deal with unpredictable earthquakes and volcanic eruptions, so that the successful accomplishment of this scene becomes one of the most difficult missions to complete the game.

"Imperium Romanum" will be published by the Kalypso Group in the German, English and French speaking territories by the end of February 2008. It is already considered to be one of the top PC-strategy games of the first quarter of next year.

Alan Hansen's Sports Challenge


With the Christmas season fast approaching, a time when families surround us and we are at our most competitive, we’ll all be looking for ways of getting ahead in whichever games we are playing.

To celebrate the release of its new quiz game, Alan Hansen’s Sports Challenge, Oxygen Games™ has teamed up with psychologist Dr Aric Sigman to bring you some top tips on how to increase your reaction times and get to the top of the leaderboard this Christmas.

Dr Sigman’s top tips for faster reaction times:

Take a (strong) Tea Break
A moderate dose of caffeine decreases the time it takes to prepare a response for a complex reaction time task. The amount of caffeine in one cup of strong tea or coffee increases reaction time and your ability to resist distraction, plus it works within minutes.

Teetotal
Alcohol slows reaction times – that’s one of the reasons we have drink-drive laws. Alcohol is a central nervous system depressant, which means that it does the opposite of stimulating you and a lot to slow you down. Denounce the firewater until your celebration drinks after you win the competition.

Lie Down
A lot! Fatigue isn’t fast or clever but sleeping a lot is. Your reaction time gets slower when you are tired mentally or physically. The more complicated the task, the slower you will be when you suffer fatigue. Mental fatigue, especially sleepiness, has the greatest effect.

Pick Your Moments
Your body clock works in circadian rhythms of roughly 24-hour cycles. Yet even with such a biological ‘clock’, there is variation in people's daily rhythms. But disruption of the clock – by staying up too late or changing our sleep-wake schedules negatively affects our alertness and reaction time. Identify the time of day you experience your peak performance. Ask yourself; are you an early bird or night owl, based on what you think are your best times for high alertness. (Early birds are most alert before noon and night owls are most alert during the evening.)

Avoid Trash Telly
Watching lots of soap operas and talk shows isn’t just unstimulating intellectually but has been recently linked with slower reaction times. Scientists believe this type of programming simply doesn’t exercise the brain enough and allows it to become flaccid and slow, like the people who appear on some of the programmes.

Use Your Imagination
Even practising your reaction time mentally will increase it when it counts. Visualise the actual hand movements, and in your mind go through the motions as if it’s the real thing. And when you play the real thing you should be faster.

Tense Up
By contracting your arm and hand muscles for a few seconds (isometric contraction) and then relaxing them a number of times before you play the game seems to allow your brain to work faster. So squeeze, hold and relax… and again.

Practise
Activity-specific training movements that are practised in game-like situations are the ones most likely to be used in competition. So practise the actual reaction time movements in as realistic a situation as possible. Reaction times should increase within three weeks of practise and the effects will last for at least three weeks.

Get Off Your Bum!
Physically fit people have faster reaction times. Furthermore, exercise actually increases mental performance and problem-solving abilities within 20 minutes. So if you are generally fit and you then do some aerobic-type exercise for 20 minutes before you compete, you’ll have a distinct advantage.

Get Aroused
One of the most investigated factors affecting reaction time is arousal, or our state of attention, including muscular tension. Reaction time is fastest with a medium level of arousal, and deteriorates when we are either too relaxed or too tense. And exercise improves your reaction time by increasing arousal.

Punishment and Stress
For those of you with a masochistic streak, research consistently shows that receiving an electric shock every time you react too slowly will actually improve your reaction time no end. Alternatively, having someone make you feel anxious about your performance has the same effect, at least on simple reaction time tasks.

Stay Well
Illness and minor upper respiratory tract infections slow reaction times, make our mood more negative, and cause disturbance of sleep, which in turn slows reaction time even further. Watch who you kiss or shake hands with.

Destroy Distractions
Distractions increase slow reaction time. Background noise slows reaction time by inhibiting parts of the cerebral cortex. TVs on in the background, mobile phones and email pinging noises slow you down.

Sweet And Slow
Sugar and high glycemic foods can cause drowsiness. Despite claims that glucose will improve performance the opposite is likely to be true. Stick to unrefined carbohydrates and avoid sugary foods and drinks before you compete. Be a monkey and eat a banana instead.

Test your reaction times and put these tips into practise by playing Alan Hansen’s Sports Challenge - the perfect gift for any family this Christmas! Out on PlayStation 2 and PC now and Wii on 7th December.

Marble Sheep Demo Download: Video Game Brings Back the Spirit of Good Old Arcade Action


BackBytes announces the long awaited release of Marble Sheep, a marble rolling arcade video game in which players control a little sheep - with the marvellous name "Utz Wollewutz" - who is trapped inside a magic marble. Marble Sheep takes place in a wonderful, lively comic-like environment. The game already finished the Conitec Casual Game Contest with the first place in a field of 30 contestants.

As ackBytes has announced today, the arcade action video game Marble Sheep is ready and available for download on the Marble Sheep website www.marblesheep.com

Marble Sheep is an arcade game in which the player must help a little sheep to complete a total of 30 arcade-style levels packed with tons of different enemies, power-ups and logic challenges - each to be solved in a given time.

Marble Sheep was made to capture the best classic arcade gaming elements from different genres such as jump & run, racing or logic puzzle games.

Ulf Ackermann, the developer of the casual game, said "Do you remember those times sitting in the sandbox playing with glass marbles? Now you´re trapped inside one of those marbles. Ready to roll!" This is great fun for players of any age.

"Marble Sheep was made to capture the best classic arcade gaming elements from different genres such as jump & run, racing or logic puzzle games." The experiment did work, players have lots of fun racing down platforms, tubes or loopings. Evading dangerous obstacles such as flesh-eating plants, slime monsters or scarecrows is a blast. As in racing games, players have limited time to beat a stage. But this only works if they make wise use of the power-ups scattered in the levels and solve some physics riddles on the way to the exit.

Marble Sheep features a colorful, comic-like environment divided into three themes. Passing grassy hills, snowy mountains or deep dark jungles is the only way for the cute little sheep to find the good magician "Mumpelwitz", who can get him out of the marble misery. Fortunately the game is free of violence, thus it delivers fun to a very wide range of gamers. A kid will be able to learn to control the mouse better, while casual gamers can just relax from work by exploring the challenging setting. Hardcore gamers may try to beat the latest online highscores.

Marble Sheep is currently available for PC download (14,95 $) and runs well on older hardware, too. The free demo features 4 levels of the full version.

Direct demo download link: http://www.marblesheep.com/demo.php

DEMO FOR CAPCOM'S DEVIL MAY CRY 4 COMING TO PLAYSTATION 3 AND XBOX LIVE


Gamers Will Have the Opportunity to Experience the Power of the "Devil Bringer" Before Purchasing the Game

Capcom, a leading worldwide developer and publisher of video games, today confirmed that owners of Sony Computer Entertainment’s PLAYSTATION 3 computer entertainment system and the Xbox 360 video game and entertainment system from Microsoft will be able to experience Devil May Cry 4 early, thanks to the release of a playable demo. A free downloadable demo of the game will be available on the PLAYSTATION Store and Xbox LIVE Marketplace in early 2008. Devil May Cry 4 has been rated M for Mature by the Entertainment Software Ratings Board (ESRB).

The demo introduces gamers to the gothic-inspired supernatural world of Devil May Cry 4, new protagonist Nero and the awesome power of his Devil Bringer. The demo consists of a sampling of sections from the full game, chosen to showcase Devil May Cry 4’s varied locales and allows gamers to familiarize themselves with Nero’s unique abilities. Players will receive instruction on the various new actions that the Devil Bringer bestows, such as the ability to slam creatures to the ground, cover great distances in a single bound or even grab enemies while on the ground or in the air and pull them towards Nero to continue the attack combo. The Exceed system allows Nero to “rev up” his sword as if it were a motorcycle throttle and unleash devastating attacks. Players will need to master all these techniques before the end of demo showdown with the mighty Berial.

Fully demonstrating the power of the next generation of consoles, the Devil May Cry 4 demo brings to life the coastal city of Fortuna and its surroundings, such as the port and snow-capped mountain ranges in exquisite detail. Devil May Cry 4 delivers its intense action at a constant 60 frames per second at 720P resolution on HD monitors, ensuring seamless and breathtaking gameplay all in stunning high definition.

Deep Red PSP skin launch before Sony!


Wrapstar are continuing to trump the top players by releasing their “deep red skin” ahead of Sony’s new deep red PSP.

To stay ahead of the style curve, Sony will release the new hardware on December 13th exclusive to Japan only.

Wrapstar are practically giving away the new deep red skin which retails at £4.99, saving PSP gamers more than £90.

Best of all there are no hidden shipping costs as Wrapstar skins are available to purchase online in the UK and Europe.

Wrapstar skins dramatically change the look of gaming hardware and iPods, instantly transforming the look of a plain device with funky designs and colours.

Made of unique high quality cast-vinyl and special adhesive that allows for a quick, clean removal, the skins also come pre and precision cut making them scarily simple to slap on any gadget.

The skins are wear, tear and fade resistant so no matter how many hours you rack up on your favourite device it will always remain sleek and fresh.

The release of the deep red skin comes only a month after Wrapstar successfully trumped gaming giant Nintendo by creating the brushed silver skin two months ahead of the release of the silver DS Lite.

Wrapstar Managing Director Max Haddow says the deep red PSP skins will more than likely imitate the success of the brushed silver DS Lite skins.

“The brushed silver skins proved to be very popular with gamers so hopefully consumers will react in the same way to our new red skins. It’s the fastest, cheapest and easiest way to replicate the look of Japan’s exclusive deep red PSP, particularly if you’re sick to death of your old console and want to give it a fresh new appearance.”

Furball Frenzy video Game for PC demo download


Leading casual game developer releases innovative arcade gem for the casual market

Kozmo Games, a leading developer of casual games, today released Furball Frenzy their newest innovative game for the PC. Furball Frenzy takes place in a candy factory in space that has been invaded by hungry alien furballs. It challenges the player to use powerful lightning traps to catch the invading furballs before they manage to gobble up Earth's entire candy supply. Introducing a completely new click-trap gameplay to the casual market, Furball Frenzy will challenge game players of all ages. Furball Frenzy retails for U.S. $19.95, and a free trial version is available for download at www.kozmogames.com as well as other leading game portals.

"We are pleased to release our newest game which features a unique gameplay style that players off all ages can play," said Ilia Stepanov, President of Kozmo Games. "Gamers are going to be blown away by the unique click-trap gameplay that we have created for them to enjoy in Furball Frenzy."

Key features of Furball Frenzy include:
- More than 100 challenging levels to enjoy
- Introduces absolutely unique click-trap gameplay
- Simple and addictive arcade game
- Top quality soundtrack recorded by the Rondo Brothers
- More than 10 super charged power-ups to trap and use
- Earn 9 planetary medallions for achieving successful missions
- Clear the solar system of pesky furballs before they eat all of our yummy candy

In Furball Frenzy, players use powerful lightning traps to capture the invading furballs as they attempt to gobble up Earth's candy supply. It's an awesome responsibility to protect the candy supply for the entire planet, and players of Furball Frenzy will experience this unique challenge for themselves. Collecting and using super-charged power-ups, the player will trap the furballs as they invade! Increasingly difficult obstacles, traps, and puzzles await the player as they clear the entire solar system of the invading scourge in Furball Frenzy.

Direct demo download link: www.kozmogames.com

UTour Golf and Sports Illustrated join forces to Present the Open Sweepstakes And A Trip For Two To Maui, Hawaii


Prize Package Includes Airfare, Hotel and Activities

UTour Golf, the world's most rewarding online golf experience, has teamed up with SI.com (Sports Illustrated) to bring online golfers a special, branded tournament featuring a trip for two to Maui, Hawaii. With golf rounds scheduled Dec. 3-12 2007, players can vie for top spots by entering designated tournaments for free at www.utourGolf.com.

"UTour players are fierce competitors on both the virtual and actual golf course, and their dedication to the game means that they play with the best knowledge available," said Jon Walsh, CEO of Groove Media Inc. "SI.com has a long-standing reputation for providing one of the best sports sites available and we are excited to have the opportunity to work with them to reward golf enthusiasts with a chance to win a great trip in our online tournament."

The SI.com Open Sweepstakes began at 12:01 AM EST on Monday, Dec 3, 2007, and is open to all registered UTour Golf players who are at least 21 years old and reside in the U.S. (except Puerto Rico), Canada (except the Province of Quebec), or the U.K. Any eligible player can enter the Sweepstakes by playing in one of the SI.com Open tournaments and have a chance to win a round trip for two to Maui, Hawaii, airfare, six nights at the Hyatt Regency Maui Hotel, one Adventure Snorkeling excursion and one Adventure Biking tour. For full details, Sweepstakes rules and eligibility visit http://www.utourgolf.com/2007siopen/.

"More and more people are playing golf tournaments online and UTour Golf is at the trend's forefront. The upcoming tournament gives us an innovative new way to reach our audience," said Sports Illustrated Chief Marketing Officer Andrew Judelson.

Advertising allows UTour Golf to offer players a top quality online golf experience free of charge. In turn, unparalleled access to the highly sought after male 18-34 demographic allows UTour to offer advertisers a targeted and measurable way of reaching their intended audience. UTour's ad-serving technology utilizes pre-game videos, sponsored events and tournaments, and customizable in-game ads to deliver the most powerful promotional opportunities available in online gaming.

War in the Pacific video game: Admiral's Edition Announced!


New Expansion for War in the Pacific with More Detail, More History, More Features!

Matrix Games (www.matrixgames.com) and 2 by 3 Games (www.2by3games.com) are excited to announce a new expansion for War in the Pacific, the legendary epic wargame of the entire Pacific theater during World War II. The Admiral’s Edition expansion will require ownership of the original War in the Pacific game. Many additional man-years of development from a dedicated and experienced team including subject matter experts and experienced programmers has resulted in an improved War in the Pacific experience across the board. The Admiral’s Edition expansion is currently scheduled for an early Summer, 2008 release.

David Heath, Director of Operations at Matrix Games, said, “War in the Pacific is a masterpiece of computer wargaming and we undertook this project with the utmost respect for the original design. Since it was originally released in 2004, War in the Pacific has provided countless hours of enjoyment and an unmatched immersive wargaming experience. At the same time, all that play has revealed some rough edges that needed smoothing and also given us many ideas in terms of how to build on the existing design to fulfill some of the wish lists players have posted. War in the Pacific: Admiral’s Edition is the achievement of that goal and should give fans of War in the Pacific many more years of unparalleled gameplay.”

Joe Wilkerson, Project Lead for Admiral’s Edition, commented, “A team of over two dozen programmers, artists and researchers has worked on virtually every aspect of War in the Pacific for over a year now and reaching the point where our work is ready to be announced is very gratifying. This has been a massive undertaking of which we are extremely proud and I am thankful to all who have given and continue to give their time to this project. We look forward to introducing ourselves to the community over the coming weeks and months and sharing with you our vision for the Admiral’s Edition. To the War in the Pacific community, who are familiar with some of our work on the 1.8x series of updates I can only say – you ain’t seen nothin’ yet!”

Although the individual improvements are far too numerous to mention in this initial announcement, the highlights alone should grab the attention of any War in the Pacific fan. Many more details will be released as War in the Pacific: Admiral’s Edition draws closer to release.

The Entire War in the Pacific on One Map! – If you thought the original map was something to behold, wait until you see the new one! Completely redone to a 40 mile per hex scale (instead of the original 60 mile per hex scale) and with the original distance distortions and inaccuracies corrected, this is the most accurate and most stunning map of the theater ever created. In addition, the smaller scale has allowed us to add a number of important bases that would not fit in the larger scale, but which played a key role in the strategy of various operations. On top of that, Admiral’s Edition now has off-map movement through map edge boxes representing major bases across the world, allowing more realistic movement of assets and arrival of reinforcements and resources.

The War At Sea – A waypoint system has now been added for Task Force movement, with up to three waypoints possible. These can also be used to define a patrol zone with loiter times. Waypoints can also be used for automated convoys along with a “return same route” option, making setting up your supply routes easier than ever. Task Force Movement is now handled on a hex by hex basis, with mid-ocean intercepts now possible! Many additional ship classes have been added and the entire naval order of battle has been overhauled with new ships, new subs (including midget subs for the Japanese) and new devices.

The entire upgrade system is now much more capable, allowing conversion of ships between classes as well as multiple upgrade levels (for example, a US Navy four stack destroyer can now convert to APD, AVD, DM or DMS, as the player wishes). Ports have also been reworked to allow for realistic limits for ability to handle ships, cargo and repairs, with much more control given to the player on how repairs are managed (especially at shipyards).

Shore bombardment, landing craft, major and minor ship damage, Engine vs. System damage, brand new ship art and improved task force and ship displays are just some of the many additional improvements!

The War in the Air – The air combat, pilot replacement and training systems of the original War in the Pacific have all been revisited and improved for the Admiral’s Edition. CAP is now partly in the air and partly scrambled, based on your CAP percentage, radar, climb rate, HQs and other factors. Fighters now have new more realistic air combat ratings, with maneuver adjusted based on altitude bands and top speed factored into relative maneuver calculations, to allow both styles of air combat to have their due. The end result is a better simulation of the historical matchups and less of the “uber CAP” that could happen in the original release.

On top of that, plane damage is now tracked across turns and each plane type is assigned a service rating which affects the difficulty of keeping that plane repaired, maintained and in the air. In addition to ops losses, perpetually damaged planes can now become “write offs” with their parts scavenged to make other planes operational. Operational losses overall are now at a higher, more realistic level for the Pacific theater. Fog of war also now applies to the indicator for enemy planes at a base as well and air balance and bomber/escort assignment depends on what you actually know of the enemy’s air power.

Pilots are now rated in a dozen different skill levels and can no longer gain the equivalent of combat experience by flying non-combat missions. Combined with a much more realistic multi-pool pilot training and reserve system, this eliminates certain balance loopholes that could cause unrealistic training rates.

Barrage balloons, blimps, over 500 airplane types, new aircraft art, more realistic coordination limits, configurable resize for squadrons and tracking of air attack vectors for ship flak are some of the many additional improvements!

The War on Land – From the original War in the Pacific’s eight terrain types, the Admiral’s Edition now has up to sixteen and transportation is now handled based on hex-sides rather than hexes, allowing for realistic land movement rates. A new dynamic hex-side and hex zone of control system also ensures realistic control over directions of movement and retreat. Land units now have several modes, rather than just a few – Combat, Movement, Strategic Movement, Reserve, Rest and Disorganized combine to give the player more choices to make about the stance and effectiveness of his land units. A division in Reserve will be able to Pursue, while a Division in Combat will be able to fight much more effectively and a division in Strategic Movement will be able to use rail movement, for example.

Tactical movement also now allows plotting and executing moves from any one hex to any adjacent hex – supply routes no longer need to be followed. Improved fog of war, limitations on fort construction, forced withdrawals and disbands and overstacking rules for atolls and small islands are some of the additional improvements that bring the land combat aspect of the Admiral’s Edition to a new level!

The War at Home – Economy and Industry have also been improved to more accurately simulate the wartime economies, with the addition of Light Industry and Oil Refinery centers and the removal of fuel and supply production from Resource and Oil centers. These changes allow for more realistic economies while keeping the game balance at a historical level. Moving the arrival of some off-map resources to off-map bases, requiring them to be transported on map also removes some issues, such as with Karachi. The end result is an economy that is not significantly more complex, but works more historically.

The Grand Campaign – All of these improvements will come wrapped up with a new full campaign scenario as well as five other scenarios, ranging in size from smaller to larger, many never before done for the War in the Pacific engine! The new campaign and scenarios are based on new, thorough and painstaking research to place every starting historical land, naval and air unit where it was historically and to do the same for reinforcements and withdrawals, to maintain a historical balance of forces. The new orders of battle, planes, ships and devices represent a leap forward in realism and historicity from War in the Pacific, which set the benchmark when it was first released.

The Editor – Finally, scenario and mod-makers will rejoice at the entirely new editor, built from the ground up for the Admiral’s Edition. This editor significantly increases the number of slots available for both devices and locations, has text search, auto-refresh of units from changes TO&Es, display of art work for ships and planes, enables editor-defined LCU breakdowns and task force contents. It also allows viewing of the contents of a given hex for the entire scenario being worked on (including reinforcements). The editor also allows you to upgrade the complete TO&E of a unit at a specified date, which is used to good effect in the new scenarios and campaign to allow 2-5 TO&Es for a division, for example, rather than having to abstract those into one for the entire war.

All of these great new features and improvements are on the way, along with a host of minor fixes, while maintaining the same great gameplay and game balance that gamers have enjoyed for years in War in the Pacific. Stay tuned for more information, screenshots and AARs as we move into 2008 and War in the Pacific: Admiral’s Edition gets closer to release.

Clear your schedules now and come Summer 2008, join us for an exciting and feature-filled trip back to the Pacific! Get more information on War in the Pacific: Admiral’s Edition from its brand new product page.

The Sims 2 FreeTime Expansion Pack Fact Sheet


Now your Sims can rediscover the joys of leisure time! Awaken your Sims' true passions in life as they discover and excel at all-new activities. Whether they're tossing a football with the family, practicing ballet, restoring cars with friends, or building train sets, your Sims now have more ways to build skills, enhance friendships, and make their lives more successful.

Craft new, unique items for your Sims to use in their daily lives including clothing, pottery, and more. Make your Sims even more unique as they discover secondary goals and expanded aspirations in life. Your Sims will even unlock secret rewards by mastering their hobbies and advancing all-new careers. Explore a wide variety of new hobbies that will change your Sims' lives!

Discover your Sims' passion from a wide range of new activity types, from sports to science to arts and crafts. All-new hobbies include basketball, soccer, restoring cars, ballet, even searching for alien life in outer space!

Hobbies offer lifetime rewards. As your Sims master new activities they'll unlock new aspirations, earn rewards, and uncover secret lots.

Once your Sims build up their skills, they can sell their arts and crafts or see how they stack up against the competition by entering dance, food, and video game contests!

All-new group activities are a great way for Sims to spend time with family and friends. There are even special activities for kids and toddlers!

Hobbies can be full of unexpected moments, especially for Sims with low skill levels. Your newbie Sim might sew a bear with one eye, make a lopsided jar on the pottery wheel, get poison ivy while hiking, or who knows what?!

Creat Studios Becomes PLAYSTATION Network Publisher



Aqua Teen Hunger Force Zombie Ninja Pro-Am developer to make downloadable Sony games.


Creat Studios, Inc. today announced that it has signed an agreement with Sony Computer Entertainment America that allows Creat to publish games for the PLAYSTATION Network and PLAYSTATION Store online and network services.

“We are very excited to become a PLAYSTATION Network publisher," said Vladimir Starzhevsky, CEO of Creat Studios, Inc. ”Digital distribution is a key component in our strategy of becoming a global leader in creating and providing interactive entertainment.”

Creat Studios will now be able to publish its own downloadable games, as well as serve as a PLAYSTATION Network publisher for developers and content providers in the U.S. and abroad. Creat Studios, Inc. is a premier developer of current and next-gen console and handheld games. Founded in 1990, Creat's corporate headquarters is in Canton, Massachusetts, with development studios in Massachusetts and St.Petersburg, Russia.