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Thursday, October 25, 2007

Wii helps Nintendo double profits


The success of the Wii has helped Nintendo to double its profit in the six months to the end of September.
Demand for the console has outstripped that for Sony's Playstation 3 and Microsoft's XBox 360 - selling about 7.3 million units.

The Japanese firm made a net profit of 132.4bn yen ($1.16bn; £506m) from 54.4bn yen a year earlier.

Popularity of the handheld DS also helped, with Nintendo selling about 13.4 million of the consoles.

The DS console, which allows users to control play with a stylus, has proved popular with women and older users.

Meanwhile the motion sensitive Wii has proved popular after introducing a new way of playing computer games. (see earlier post)

More from the BBC

Zack and Wiki Exclusive on Wii


CAPCOM RELEASES ZACK & WIKI: QUEST FOR BARBAROS' TREASURE, A PUZZLING NEW ADVENTURE EXCLUSIVELY FOR THE Wii

Pillaging Pirate Adventure Challenges Gamers to Play Different

Capcom, a leading worldwide developer and publisher of video games, today announced that ZACK & WIKI: Quest for Barbaros’ Treasure for the Wii home video game system from Nintendo is now available at retail. Capcom’s first original title exclusively for the Wii is an innovative, full-length puzzle adventure game that utilizes the unique control mechanics of the Wii Remote and challenges gamers to “play different.” Rated E for Everyone by the Entertainment Software Ratings Board (ESRB), ZACK & WIKI: Quest for Barbaros’ Treasure carries a suggested retail price of $39.99.

Legend has it that a revered pirate named Barbaros once stole the world’s treasure and hid it on a mysterious island. Though no one knows of its exact location, stories about the untold riches that lay in wait have been passed down through the ages, driving pirates from all walks of life to pursue the alluring prizes. One of these treasure seekers, a young apprentice pirate named Zack happens upon a mysterious talking skull, the skull of Barbaros himself. Barbaros promises to reveal the key to the island, if Zack will help to lift the curse he is under.

Players will explore a variety of wondrous environments and stages, solving puzzles and interacting with the world in search of a legendary pirate ship and the ultimate pursuit of becoming the greatest pirate the world has ever seen. Inventive gameplay mechanics and controller movements allow players to move and open objects, transform enemies into items, unlock new pathways and navigate through perilous stages based on a variety of themes including Jungle Ruins, Frozen Temple, Volcano Cavern and more, each with multiple sub-areas. Players will use the Wii Remote controller in various ways - rotate handles, turn keys to open doors, play a piccolo and much more in order to solve the progressively difficult puzzle stages and collect key items that will lead to the legendary pirate ship.

Wikipedia - Video Games listing


A video game is a game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally refers to a raster display device.

However, with the popular use of the term "video game", it now implies any type of display device.

The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms are broad in range, from large computers such as mainframes, to handheld devices such as cell phones and PDAs.

Specialized video games such as arcade games, while previously common, have gradually declined in use.

More from Wikipedia

Wii can all lose weight playing games


Table tennis champion Nikolaus McClellan wiped his brow as he exultantly described his victory over more than 30 competitors at The Grid Lab on Tuesday and the resulting throbbing in his arm after playing four games.

But the tournament did not involve any tables or paddles, and it did not involve any ping-pong balls either.

The only equipment were Nintendo Wii remotes that allowed competitors to simulate real table tennis techniques while trying out Rockstar Games’ debut table tennis game for the Wii and Xbox 360.

Despite a lack of traditional equipment, some gamers and exercise professionals consider interactive sports video games a form of alternate exercise.

While many avid Wii Sports players have documented weight loss online from playing the games, Jill Wagner, an Ohio University physical education professor, is documenting the fitness benefits of exercise video games in an experimental course.

More from The Ohio Post

Scariest video games? By Phil Villarreal

F.E.A.R.
Movies may tell better stories and boast more artistic credibility than video games, but games easily beat movies in frights. Because interactive entertainment can make you feel as though you are the character onscreen, games are a lot more effective at making you jump out of your seat or sending you to bed with shivers.
In honor of Halloween, here are my picks for the most frightening games out there.

1. Resident Evil 4


(GameCube, PlayStation 2, Wii) — The first time I dared to play this on the GameCube I had to stop for a week because I was too frazzled from the game's mission to take on hordes of crazed villagers as you seek to bring the U.S. president's daughter to safety. Some of your enemies, which include grotesque beasts that will haunt your dreams, come at you with chain saws and deadlier long-distance weapons. Ammunition is so scarce you have to improvise ways besides blazing guns to win your battles. You'll do a whole lot of running and looking over your shoulder to see if you're still being followed.
Eventually, I gathered the courage to come back and play the game as it was rereleased for the PS2, then again for the Wii. It's good enough to draw you back again and again. Some hold "Resident Evil 4," with its blend of excitement, tension and dread, as the best of all video games. It's certainly the best of the horror genre.

2. Castlevania III: Dracula's Curse


(Nintendo Entertainment System) — Something about two-dimensional backgrounds and simplistic, old-school graphics ups the jitter factor past most realistically rendered environments. You slash your way through a seemingly never- ending assault of mummies, bats, skeletons and just about everything else you wish wouldn't chase after you. The end battle against Dracula is an overwhelming scourge of mental exhaustion, with the count shifting into other forms just when you think you have him beat.

3. Silent Hill 2


(PlayStation 2, Xbox) — Playing as a depressed widower lured into a desolate village by a letter apparently written by his dead wife, you descend into horrific madness. Shadows and fog make you feel as though you're lost in oblivion, tremblingly aware of all the noises made by evil things you sometimes can't see clearly. Particularly freaky are enemies dangling from the ceiling who choke you with their feet.

4. Ninja Gaiden


(Xbox, PlayStation 3) — This game isn't really intended to be scary, although its off-the-charts difficulty level has caused many a gamer to retreat into a corner, biting his nails. There's just something inherently shiver-inducing about battling ninjas who know how to fight a whole lot better than you. Especially ninjas on horses. The game's checkpoints are spread far apart, making it genuinely unnerving to be approached by a gang of enemies when you're low on life and hoping to save your progress without having to redo an hour's worth of work. Note: The game was rereleased twice, and it's arguably best on the PS3.

5. F.E.A.R.


(Xbox 360, PlayStation 3) — The acronym stands for First Encounter Assault Recon. You play as a supersoldier with the ability to slow down time in order to dodge bullets that specialize in vanquishing supernatural threats. To mess with your mind, the visuals play with ominous shadows. Enemies jump out of the corner of the screen, often accompanied by jolting blasts of noise. Your character also slips into hallucinations starring a creepy little girl.

By Phil Villarreal

Do you agree? Use the comment option to have your say...

It’s not all fun and games…is it?


Are video games simply toys or are they tools that make them candidates for serious academic study? That’s the topic of the second science, technology, engineering and mathematics (STEM) lecture program, 7:30 p.m., Tuesday, Nov. 6, in the University Union’s Redwood Room.

John Clevenger, a professor in Sacramento State’s College of Engineering and Computer Science, will examine the $60 billion a year video gaming phenomenon and discuss how video games are moving beyond entertainment and gaining the attention of the academic world.

“A common reaction of professionals in scientific disciplines, academicians in general and parents everywhere is that games are not a serious topic,” says Clevenger. “However, video games are increasingly being used in medicine, public service, corporate business, education and the military. Because of that, a number of universities have begun offering courses, and in many cases entire degree programs, in game design and implementation, and many of these programs place heavy emphasis on the scientific and technical aspects of computer games.”

Clevenger earned his doctorate degree in computer science from UC Davis and has more than 30 years experience teaching introductory programming, algorithms and data structures, software design, computer architecture, computer graphics and computer games. He has received the College of Engineering and Computer Science’s Outstanding Teaching Award twice and the Upsilon Pi Epsilon Computer Science Honor Society’s Outstanding Faculty Award five times.

The lecture is the second of four in the annual STEM lecture series. The next lecture is Feb. 26. The topic will be announced at a later date.

Games fans pick real football team...


One club in Israel do not have a manager, just 8,000 online supporters. Could the same thing happen in England?

Frank Lampard, look away now: we are moving closer to a world where England fans really do pick the team. There may soon be an answer to the eternal question of whether manager or supporters know best because plans are afoot to purchase an English club and hand control to fans on the internet. They will select the side and make in-game tactical decisions. And if it works, managers could become an endangered species.

All those hours playing computer simulations were not wasted: they were training for the time when you will use your screen to take charge of the real thing. Coaches and players blaming the fans for defeats? Unreliable broadband connections coming in for as much stick as referees? Good-bye, dugout dictators; hello, footballing democracy.

Fans website here

More from Times Online

Sony register new names - games?


At the Patent and Trademark Office Sony (SCE) having registered a selection of what may turn out to be new game names.

Described as "computer games apparatus adapted for use with an external display screen or monitor," Sony have secured the rights to names such as:


Ember

SkyBlue

Carriage Return

Race Day

Strings Attached

Plus

The Broadcast Engine

which covers products related to phones, DVD players and video cameras.

Wednesday, October 24, 2007

QUAKE Wars Update soon with New features


We couldn't have hoped for better reviews for our first ever retail game - over 30 publications and counting have scored the game at 90% or over, while we've achieved thirteen more awards from those same reviewers which brings ETQW's award and nomination count to over 50! On the retail front ETQW debuted in the US and the UK and immediately snatched the number 1 slot in the PC game charts of both countries. We're delighted, but don't have much time to hoot about it - the entire Splash Damage development team is still completely occupied with ongoing support of ETQW for the PC. It is less than a month since the game's retail release and we're almost ready with the next feature-packed update. Here's an overview:

FULL VOICE COMMUNICATIONS SUPPORT
The ETQW 1.2 Update features full voice communications (VoIP) support, allowing rapid and easy coordination with your team-mates. You can select the input and output devices independently of your speakers which allows you to use dedicated headsets and microphones, communicate on three separate channels, mute all VoIP, specific channels, or just specific players (which incidentally also cuts all bandwidth usage), set the volume and test your devices in-game. There's full hardware refresh support for connecting and using USB headsets while the game is running too.

BETTER GAME BALANCING
Aside from playing a lot with all of you on the public servers, we also continually analyze data from statistics, read and research your forum feedback, and continue to conduct extensive internal play-testing. This has resulted in a number of improvements in game balance: Various weapons have undergone subtle changes to make them fairer, including tweaks in damage fall-off (increases and reductions to damage over distance), weapon spread, firing rates, and accuracy. Highlights include the Pistol and Blaster being more accurate, increased firing rates for the Shotgun and Nailgun, and tracers appearing over all distances for the Sniper Rifle and the Railgun.

Experience points have been improved in many areas too, with level four rewards easier to achieve across all categories in the course of a campaign. There are also increases in experience points for certain classes such as the Medic and Technician when reviving and dropping health packs, and fixes to the Statistics and Achievements site. On the vehicles front, we've discovered and solved a number of bugs, but most noticeably the Anansi and Tormentor will take longer to repair.

REFINED FIRETEAMS AND STOPWATCH MODE
Another thing that a lot of you wanted is for Fireteams to stay together across maps instead of being disbanded at the end of a round. This is in the game now, so once you create a Fireteam on a server, it won't disappear unless you tell it to or switch teams, and this maintains your voice communications channel too. StopWatch mode now features a bit of added logic code to better deal with ties. If neither team wins the map outright, the team that progressed further through the objectives gets the win. While this is the only StopWatch improvement in this update, we have a separate push to add lots more features to tournament support overall. More on that in another Blog.

Engine Software to becomed Wii developers


Engine Software, developer based in the Netherlands, today announces that Nintendo of America has approved the company as official Licensed Wii Developer. The Wii Developer license is the seventh consecutive Nintendo license that Engine Software has acquired, after being approved earlier for Nintendo DS, Game Cube, Gameboy Advance, Gameboy Color, Gameboy, and the Super Nintendo Entertainment System.

Nintendo’s Wii console, released first in November of last year, has had quite an impact on the games industry, and consumer demographic alike, and has been praised for its innovative technology and accessibility. Initial careful 3rd party support policies have been changed more recently due to the console’s apparant success on the market. With the Licensed Developer approval Engine Software hopes to expand its field of work with the Wii platform in the near future.

Ruud van de Moosdyk, VP of Development at Engine Software: “We are very happy to have acquired the Wii Licensed Developer status, as this will open up new creative opportunities for our team, as well as new business opportunities for our company. In the last few months many of our clients have already inquired whether or not we support Wii development, so demand for developers is high. “

Engine Software has no development projects currently scheduled for the Nintendo Wii platform, but will be investigating the possibilities for Wii Retail, and Wii Ware projects, while recreating its key technology on the new platform, including the licensable Music & Sound Replayer already available for Gameboy Advance and Nintendo DS.

About Engine Software
Engine Software B.V., based in Doetinchem, The Netherlands, is a highly experienced game development studio. Founded in 1995, the company pride themsleves on being the longest running game developer in the Netherlands. Engine Software has been developing games for over twelve years, and is dedicated to creating high quality games, now spanning over sixty commercially published titles. In the last few years the company has specialised in developing games for handheld systems such as GameBoy Advance, digiBlast, Nintendo DS, and Playstation Portable (PSP).