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Wednesday, October 17, 2007

GAME LAUNCHES NEW-LOOK WEBSITE


Specialist online games retailer, GAME.co.uk, has unveiled a complete site makeover that will make it even easier and more convenient for customers to find the products and advice they will need this Christmas.

Developed completely in-house, the site replicates the in-store brand identity with the tagline of ‘GAME, The Next Level’ and offers an increased level of flexibility and interactivity for users.

With the new clean and simple to use GAME site, customers can post their own game reviews online to offer advice to future shoppers, check out a wider selection of pre-owned games than ever before and also benefit from a new feature that provides users with product recommendations based on their previous site usage.

Customers will continue to enjoy existing popular features such as the gift selector, wish list, and award-winning Customer Services – and free UK delivery on all items.

GAME Reward Card holders will also still receive double points on game pre-orders and instant redemption discounts on future purchases.

Alex Croft, Managing Director for GAME Group’s Online Business said, “The new GAME.co.uk is designed to help customers by offering the specialist service and range that our stores offer. The site is now even more welcoming and easier to navigate, and we are currently developing a whole host of new features to further increase our customer appeal.”

To check out the new site please visit www.game.co.uk

Halo 3 soundtrack on the way


While speaking with Brian "Ske7ch" Jarrard about the chaos that is currently Bungie Studios -- what with all the finishing touches being crammed into Halo 3, you see - he mentioned that Marty O'Donnell is busy implementing the music (which was missing from our E3 demonstration).

Turning to the subject of music, we asked whether or not Bungie had plans to release the Halo 3 soundtrack as a standalone product. "I'm sure that's a safe bet," said Jarrard, adding, "It'll happen.

Sure." So there you have it, a Halo 3 soundtrack to listen to on your Halo Zune while you play with your Halo ActionClix, action figures, comics, graphic novels, and maybe the actual game itself.

Concerns over Wii problems for developers


Supply shortages, poor quality games could pose serious problems for developers



Simon Phillips, managing director of Gusto Games, has voiced a number of concerns about development for Nintendo's Wii.

While Phillips is enthused by the success of the format and the support Nintendo is giving to developers, he has raised a number of issues such as product shortages, an influx of 'me too' products and the sheer amount of product on the shelves as possible long-term problems for the system.

Firstly, the much documented supply shortages aren't just a retail and consumer issue, as Phillips points out.

"It does create a number of concerns," said Phillips, speaking exclusively to GamesIndustry.biz.

"Obviously development has a huge lead time on it, so, we assume that the supply problems will get ironed out by the time that our products launch – hang on, weren't we saying that last year? – but unfortunately it makes people nervous.

"As projections are re-cast and supply shortages effect growth, money men can get twitchy. Which isn't great for us. On the flip side, demand is outstripping supply and I'd almost certainly rather be in that situation than there being no demand at all," he added.

As more developers and publishers back the Nintendo format, there are also concerns that too many titles could lower the quality threshold for the system, flooding the market with poor products and swamping quality releases.

"It could be a massive problem. Nintendo has to be fairly strict on what comes through to stop this," said Phillips.

"But it is so innovate at a hardware level and the audience is typically quite different to that of the other formats that it can support a much wider range of titles. As long as the quality thresholds are in force hopefully it will be okay."

This summer, Gusto opened a new studio in Derby to focus purely on development for the Wii and DS, and Phillips is confident of his own teams' ability to deliver quality products that will shine in a crowded market.

"For Gusto, I am confident that our titles will stand out, not only because of the backing of the publisher, their distributors and the weight of their brands but because we strive to not be a 'me too' and hopefully will offer something a little different and fresh.

"I worry that some people are developing for the machine because it's a bit 'cheaper' to develop for rather than their products being suitable," he added.

Although Nintendo is currently reaping the rewards of Wii success, Phillips hopes that to keep the momentum going the company will support its third-party developers in a bid to keep the format fresh.

"I'll have to hold my hands up to being a little pessimistic initially about this, but the demand is still there and Nintendo has certainly opened up a much wider audience that previously was hard to reach, which is perfect," he said.

"The best thing Nintendo can do is keep supporting the development community and we will naturally innovate and deliver. It's great that they have chosen a slightly different path to the other format holders as it gives us more diversity, and that after all is the spice of life,"” he added.

Source: games Industry

NARUTO: Path of the Ninja


FACT SHEET for Nintendo DS



PRODUCT DESCRIPTION:
Following the story line from the Cartoon Network television show, in Naruto: Path of the Ninja players will be able to explore the Village Hidden in the Leaves and the world of Naruto as you roam across forests, fields, rivers and mountains. Along the way players will encounter bosses and enemies that they must use their special techniques to defeat. What’s your nindo?

KEY FEATURES:

  • 6 playable characters – Play as Naruto, Sasuke, Sakura, Shikamaru, Neji or Rock Lee and as you travel through the various environments in the game you will encounter all of your favorite ninja’s from the TV show!

  • Special formation combat system – Players must choose different characters for battles based on who they feel has the best strengths to defeat the enemy. Going one step further; by choosing individual character stances (aggressive, neutral, defensive), the team can build formations that will give bonuses to the entire group’s attributes and abilities.

  • Original game for North America – All of the best elements of the NARUTO Nintendo Game Boy Advance and DS Role-playing Games in Japan have been brought together to create Naruto: Path of the Ninja, delivering a brand new game for North America.

  • Train your ninja team to learn over 90 different jutsu!

  • Jutsu input and combination techniques – Utilizing the Nintendo DS Touch Screen and button inputs, there are a variety of different ways players can take their attacks to the next level. Characters can even combine their jutsu techniques to create all new jutsu!


    Publisher: TOMY Corporation

    Distributed by: D3Publisher of America

    Developer: TOSE

    Release Date: October 23, 2007

    Platform: Nintendo DS™

    ESRB Rating: E 10+
  • GUITAR HERO - $3000 prize contest


    WHAT: Calling all self-professed Guitar Hero experts! E for All attendees are invited to bring their axes to compete as Target presents the first-ever Guitar Hero event at E for All. During the event, hundreds of competitors will showcase their shredding skills at one of the Guitar Hero II kiosks on the show floor to qualify for the final showdown Saturday on the main stage. Gamers will even get the chance to play Guitar Hero III: Legends of Rock before its release on Oct. 28. By out-rocking the competition and impressing the celebrity judges, the true Guitar Hero will walk away with more than $3,000 in cash and Target gift cards.

    WHO: Target is giving consumers the chance, courtesy of Activision and RedOctane, to rock at E for All as industry experts judge for scoring, accuracy and performance.

    WHEN:
    Guitar Hero Event
    Oct. 18-20, 2007
    Finals will take place Saturday on the main stage.
    E for All
    Oct. 18-21, 2007

    WHERE:
    Guitar Hero Event Area – South Exhibit Hall
    Los Angeles Convention Center
    1201 S Figueroa St
    Los Angeles, CA 90015

    NEWS/VISUALS:

    - Guitar Hero fanatics on stage dressed the part, rocking out for a large audience.
    - Expert judges playing the game and interacting with fans.
    - Ultimate Guitar Hero being presented with more than $3,000 cash and Target gift cards.
    - Fierce face offs between event finalists on the main stage in South Hall.
    - Perfect opportunity for broadcast outlets to film general video game footage in preparation for the holiday season.

    The game and the name “Guitar Hero III: Legends of Rock” and the guitar controller are used for purposes of description only and such use is not intended to suggest or imply Activision and RedOctane’s sponsorship of this Contest.

    The best games imaging


    Ballistic Publishing is pleased to announce EXOTIQUE 3, the third volume of the best computer generated characters in the known universe.


    EXOTIQUE 3 pays homage to the imagination and creative talents of digital artists from all around the world and so can be seen as a truly international selection. This, the third book in the series, draws together the world’s most beautiful CG characters in genres ranging from science fiction, fantasy, and anime, to photo-realism and stylized realism. From heroes and heroines to mythic beasts and monsters, EXOTIQUE 3 brings to life the seemingly limitless creative talents of each of the digital artists and the characters they create.

    For further information on this fabulous new book please click on the following links

    http://www.ballisticpublishing.com/press/

    FIA World Rally Championship Mobile Game


    Even While the Clock Ticks Away, It's Impossible to Ignore the Fierce 3D Graphics and Cinematic Camera Angles of WRC



    I-play, the mobile entertainment company, is proud to announce that 'FIA World Rally Championship', the mobile game based on one of the most exciting spectator sports in the world, has been nominated for the 2007 International Mobile Gaming Excellence in 3D Award. The game, published by I-play, is developed by I-play's partner Firemint.

    'FIA World Rally Championship' features 16 official WRC locations, players must master four challenging environments and road surfaces in both arcade and championship modes - all against the clock! The game also features cinematic camera angles; third person driving views; track hazards such as logs, boulders and crashed cars as well as the official WRC music and sound effects!

    The IMGA Excellence in 3D Award winner will receive $5,000.00 U.S. cash, software licenses from Adobe, phones from Nokia and a guaranteed contract with an operator and a publisher to market the title. The IMGA will truly help to make mobile game developers' dreams a reality!

    How Valve Software has repeatedly played with gaming’s rules



    Valve may well have outdone itself. Inevitably, such a claim sounds a touch hyperbolic given the history of the company; over the last ten years, the people of Valve Software have created one of the most successful multiplayer games of all time in Counter-Strike, redefined excellence in the singleplayer shooter genre – first with the influential Half-Life, then again with its stunning sequel – and modernized the way games are delivered using Steam a digital distribution platform and community service.

    Now, with the release of The Orange Box, Valve’s ambitions seem to be ascending in an exponential curve. Putting aside the exceptional quality of the games therein, the manner of its release epitomizes Valve’s tendency towards unique, and often brilliant, experimentation: The Orange Box is a compilation of five parts, bringing together the two previously released installments of Half-Life 2 and three entirely new prospects – all for the price of a single new release.

    “We had these three projects under development – Half-Life 2: Episode Two, Team Fortress 2 and Portal – and they were all sort of converging,” explains Gabe Newell, Valve’s founder and leader, recalling the conversation which brought about their amalgamation into a single product.

    “We were looking at this trying to figure out what to do. In the end we determined to stop thinking about it in terms of schedules and certification processes and start thinking from the point of view of a customer. What would they think about something like The Orange Box? I felt it’d be really exciting for them, and because that was an easy decision for a gamer, it became an easy decision for us to do that. If finding that compelling concept for your customers is the filter on your decisions, you’re almost never going to go wrong.”

    This kind of agility and flexibility is a rare freedom, and for it to be directed with such audaciousness is rarer still. If this was not evidence in itself, it takes only a few hours at Valve’s Seattle offices to realize that the company is exceptionally idiosyncratic, even when placed alongside the frequently unorthodox working environments of other videogame virtuosos. Ask nearly anyone what their job title is, and they will take on a pensive expression before suggesting that they might be a designer.

    “We don’t really do job titles,” says Jeep Barnett, one of Valve’s more recent acquisitions, plucked from university along with the rest of the team behind Portal. Later, Episode Two’s Gautum Babbar dismisses the idea that there is any one person behind the direction of the series. It’s a recurring theme; responsibilities are shared and positions are rarely set in stone, employees expected to straddle roles and make themselves useful in any way they can.

    “I think my personal view is that we’re in the business of inventing things that haven’t existed before,” says Newell. “A lot of times, solutions fall between the cracks of existing role definitions. Is this an art problem? Is this a tech problem? Is this a design problem? Often the answer is all of the above, and you need people who are really comfortable spanning multiple disciplines.”

    It’s a need Valve has clearly taken pains to fulfill, and it’s somewhat intimidating to discover that nearly everyone in the company seems to be a polymath. Newell picks a few examples off the top of his head: “Ken Birdwell, who wrote all the code in our animation system, also has a fine arts degree and has done a bunch of art shows – he just happens to write code really well. Our HR person is a professional actor who can do voices in our games. Chet Faliszek – he’s supposedly a writer, but he functions just as well in a role that is traditionally a producer’s role. But he just did it on his own – no one said he was getting promoted to a producer’s track – he just started being incredibly useful to everyone else on the Left 4 Dead team.”

    Source: Next Generation

    PS2 still strong in software sales


    Commenting on this season's "console wars," Crave Entertainment COO Rob Dyer thinks it is great that there are multiple consoles on the market.

    "In fact, we see it more of a four consoles, two handhelds market," Dyer said, including the PlayStation 2 in the software sales battle.

    "Christmas will be very strong and we see PS2, Wii and the handhelds leading the way for us," he told GamesIndustry.biz.

    Recent software sales support his observation. In August, the PS2 version of Madden 08 was the second highest selling game in the US, with Guitar Hero II and Guitar Hero Encore: Rocks the 80s for PS2 also making the charts.

    The PlayStation 2 version of FIFA 08 is atop the charts in both Germany and Spain, outselling versions for the current generation of consoles.

    With Wedbush Morgan Securities analyst Michael Pachter forecasting September PS2 software sales in the US at USD 101 million, this puts the seven year-old console only slightly behind the forecast September sales for current generation software.

    Responding to rumours of a lower-priced PS3 appearing in the US, Dyer said that the price of development, not the retail price of the console, is the gating issue for smaller publishers.

    "Until there is an affordable and predictable middleware solution for the PS3, it will be tough for smaller publishers to get games into market for the next year or two," Dyer said.