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Monday, October 29, 2007

RISING STAR GAMES TO PUBLISH NO MORE HEROES


Rising Star Games is pleased to announce that it will publish No More Heroes, the highly anticipated action game by Tokyo-based acclaimed game designer, Goichi Suda, (Suda 51). The project has been developed by Suda 51’s development studio, Grasshopper Manufacture, Inc. and Rising Star Games’ parent company, Marvelous Entertainment. No More Heroes is set to arrive in Europe in February 2008 exclusively for Nintendo Wii.

No More Heroes tells the story of Travis Touchdown, an animé fan who lives in the fictional town of Santa Destroy, California. After an unexpected turn of events, Travis finds himself being approached by the head hunter of an assassins’ organisation. Travis is challenged to prove himself worthy by defeating ten other bloodthirsty killers – all with deep stories of their own – to make his way to the top of the assassins’ league.

“Rising Star Games is very excited to be bringing this latest project from Suda 51 to the European market,” commented Martin Defries, Managing Director, Rising Star Games. “He is without doubt a legendary creative powerhouse within the gaming industry. No More Heroes is shaping up to be a widely anticipated Q1 title for both the trade and consumers alike. It’s a massively engaging and immersive gaming experience for the Wii. This is exactly the right product to broaden the format’s appeal to a wider, more serious gaming audience."

No More Heroes realises the dream of Wii players everywhere as they can wield the Wii Remote to swing the beam katana and perform spectacular wrestling moves. Suda 51’s creation features avant-garde graphics which will thrust players into a stylised world filled with edgier gameplay. Taking its lead from the silver screen, the storyline is riddled with laugh-out-loud violence, black humour and irony-filled dialogue. No More Heroes is a multi-sense video game experience: dark, engaging and pure entertainment!

“With No More Heroes, we wanted to create a game that allows players to be able to jump right in and play,” said Suda 51, president of Grasshopper Manufacture. “The Wii allows us to create an open world where movement and gameplay feel very natural.”

About Rising Star Games:

Rising Star Games Limited is a video games publisher for Sony PSP, Nintendo DS and Wii plus PlayStation 2 in the PAL territory. The firm will be publishing its first Xbox 360 and PlayStation 3 titles during 2008. A joint venture between Japanese publisher/developer Marvelous Interactive and long standing Nintendo Nordic distributor Bergsala AB, the company introduces new games alongside enhanced and updated versions of some of interactive entertainment’s most successful franchises.
www.risingstargames.com

Students Create Slinky Bomb, Win $25,000 in Computer Game Contest


Three Pomona College students created a new computer game that “secretly” teaches physics concepts to middle school students and captured the $25,000 first prize in the national Hidden Agenda computer game design contest.

The goal of the contest, now in its fifth year, is to inspire college students to build entertaining games that teach middle school subjects. Final judging was based on 70 percent entertainment and 30 percent educational value.

This year two Pomona entries made the final five. The winning entry, Slinky Bomb, was built by Alexander Haro, Class of ’08; Tim Brown, ’07; and Kurt Ude, ’09. The game teaches physics through a series of ball-in-the-cup puzzles that demonstrate properties such as motion, acceleration, energy and angular momentum. Among the creators’ motivations, according to Haro, were both the prize money and the fact that Pomona teams had finished in the finals three times but never won.

The team estimates that development took about 400 hours with most of that packed into a three-week period. Brown notes that, “The last night of work was pretty crazy. We decided to add in voice-overs at roughly midnight and had them in by 6 a.m., while adding the hints features and sounds. We were hyped up on caffeine and throwing tennis balls against different surfaces to record sound effects while trying to add as many cool features to the game as we could before submitting. It was hectic, but fun!”

“The three of us had already been up for basically three days straight,” explained Haro. “Yet, somehow, we managed to have one of our most productive nights then. During that time we were able to implement the hint interface, record the voice overlays, and fix a lot of long-standing bugs.”

More than two dozen teams entered the contest, and the five finalists were invited to Austin, TX for the final judging, which included testing by middle school students.“The first day was awesome, said Brown. “Hearing and seeing the kids' excitement with the game was incredibly rewarding but it was also great to see the teachers really enjoying it. It was nice to see that our game was actually fun to play and appreciated by teachers, learning experts, and professional game developers at the same time.”

For Haro, “The memory that sticks out most was when we first arrived to the contest playing area. All of the kids were playing the games on the computers and most of them were playing Slinky Bomb…. A boy stood up and asked us, ‘How did you make Slinky Bomb so awesome?’ The fact we had built a game was an accomplishment, the fact that the kids enjoyed it so much took that sense of accomplishment to a whole other level.”

The contest judges were: NCsoft, a game development company; a team of instructional designers from the University of Texas and Enspire Learning; Marc Prensky, a digital game-based learning consultant; and the teachers and students from the Camp Wired program in Austin, TX, which teaches middle school students how to create video games.

The second Pomona College team making the Hidden Agenda finals consisted of Charles Zhou ‘08 and Edward (Ed) Burns ’08, who created CheMeteor in which players create chemical-based missiles to defend the planet.

The Hidden Agenda contest is sponsored by the Liemandt Foundation, a nonprofit family foundation dedicated to furthering education through technology. Among their goals is the hope that winners will go on to devote their talents to developing educational games when they graduate.

Slinky Bomb has already been installed on over 4500 computers, which have been given to underprivileged middle school kids in urban areas through a partnership between the Liemandt Foundation and the nonprofit Computers for Youth.

Sunday, October 28, 2007

The Top 4: Worst video games


TURKEYS: Remember some of these? They were a waste of time.

1. "E.T. the Extra-Terrestrial" (Atari 2600): Rush-released for the holidays to capitalize on the success of Steven Spielberg's magical movie, this jaw-dropping stinker isn't just the worst game ever; it defines what a bad game truly is.

The slow, choppy gameplay consists mostly of a green, pixilated E.T. climbing out of pits, dodging an awkwardly programmed detective, and ... getting out of more pits. E.T. himself would trade in stashes of Reese's Pieces to ensure no curious gamer touches this monstrosity.

2. "Survival Arts" (Arcade): When "Mortal Kombat" revolutionized fighting games, piles of imitators followed, but none as bad as this.

From the cheap, garish costumes and overly dramatic death cries to the horrible controls and character actors, "Survival Arts" will make one burst into fits of laughter with its ineptitude. Did I mention the old guy with a limitless supply of weapons and the boss who looks like Richard Simmons?

3. "Superman 64" (Nintendo 64): People love Superman because he represents absolute good and can do no wrong -- except when he flies on your home console. This N64 turkey defaces the good name of Superman in every way, forcing the Man of Steel to fly through hoops as a mission.


The gameplay is extremely buggy, with unresponsive controls and limited superpowers. You may find yourself giving up when Lex Luthor challenges, "Solve my maze." Difficult, as there is no maze.

4. "Gods and Generals" (PC): A tie-in for a hated Civil War movie that can't get basic game programming right.

The low artificial intelligence has soldiers shooting randomly and running through fire until they die; the landscaping has more polygons than a geometry book; there are hardly any game physics; and nearly every troop looks exactly the same. Had the Civil War itself been like this game, it'd probably be known as the Clone Wars long before George Lucas made movies -- if either side even won.

NFL Challenge to play for $100,000 in prizes


Players hit a different kind of gridiron yesterday for a chance to compete in an international tournament.

Football fans put their skills to the test in the EA Sports Madden NFL Challenge, which saw video game players going head-to-head yesterday.

"The tournament allows you to know how good you are and gives a scale to build on," said Madden fan Mike Iwankow, 25.

Iwankow came in second in last year's Madden regional tournament in Winnipeg and was eager to compete again this year.

"To be the best in a city is quite an accomplishment," said Anthony Francisco, manager of the St. James Best Buy store, where the competition was held.

The latest version of the Madden game features more realistic action, with certain National Football League players having stronger skills than others, said Iwankow.

"It's almost bang-on," he said.

About 40 players had signed up yesterday morning to participate in the Winnipeg tournament, playing the Madden NFL 08 game on Xbox 360 systems.

"They treat it like a real game. They're as fanatical about it as fans at Bombers' games," said James Deighton, one of the tourney's organizers.

PLAYS RELIGIOUSLY

One of the competitors, Clint Armstrong, 31, said the event brought more excitement to the gameplay and he looked forward to competing again next year.

"He plays the game religiously," said Armstrong's sister, Katrina Paquin, who came out to cheer him on.

Other Madden enthusiasts said they enjoy the popular video game series because of their fondness for the NFL.

"I'm a huge football fan and it's the closest you can get (in a video game)," said Nigel Russell, 18, adding he's been playing the game for about five years.

The top three players in Winnipeg walk off with televisions as prizes while the overall winner gets a paid trip to Toronto to compete in the national championship. The winner of that event will be sent to Los Angeles in December for the international final, worth about $100,000 in prizes, said Deighton.

UK government video games review


In her first interview as head of a government review of video games' effect on children, TV psychologist Tanya Byron tells David Smith that being a mother will help in her new role.

She told The Observer why she believes portable games devices should be part of daily schooling, suggests a likely link between violent games and violent behaviour in certain cases, and stresses the need for parents and children to balance virtual world risks as they would real world dangers such as crossing a road or talking to strangers.

Pilot schemes in schools, which have seen hand-held devices such as the Nintendo DS used by pupils to practise mental arithmetic, will be applauded. Asked if she thinks these should become part of the daily curriculum, Byron says: 'Yes I do. These are the technologies that children are using and will continue to use more and more as they grow into the next workforce, the next thinking generation.

While their educational merits are seldom noted, video games tend to become news only when gory or violent content is blamed for copycat behaviour in the real world. Is there a causal link? Byron is no fan of censorship but admits it's 'the big question'. 'I think the fact that currently there exists no concrete evidence of harm does not mean evidence of no harm.

Byron's consultation with the games and internet industries will include a mission to America and a meeting with YouTube, the video sharing site, to discuss its policy for taking down inappropriate content. She has also thrown open the process to children themselves, with blogs on MySpace and Bebo .

'Balance' is possibly Byron's favourite word, and the government can expect a nuanced report sensitive to both sides of an argument. That doesn't mean it will be bland. As visitors to her MySpace page now know, her star sign is Aries, also known as the ram.

More from The Observer

Saturday, October 27, 2007

Quirky video games in Japan


When it comes to quirky games nothing can beat the Japanese. They have practically invented the genre and the market for games that are so out of this world in concept and gameplay that you wouldn’t even think that it is playable, much less marketable. And yet, the Japanese have proven time and time again that their formula actually succeeds in capturing the imaginations (and the wallets) of gamers.

Of course, most of these quirky games would really cater more or less exclusively to the Japanese domestic market itself. Take for example the popularity of “dating” simulators. These dating games are one of the biggest game genres in Japan but it has yet to really penetrate the market abroad. But thent there are games that are soo out there in concept and gameplay mechnics but still manages to get a worldwide audience.

Katamari Damacy is a puzzle/adventure game. You play the role of an alien who needs to replace “lost” stars in the sky and the only way you can do that is by accumulating all types of things on earth by rolling a “sticky” ball until you reach a desired diameter. It’s a really crazy concept but it became a really huge game when it was released and even spawned a sequel.

I think we should try to imitate the Japanese people’s ability to become open about new changes and ideas.

Burnout Paradise Official Trailer (Burnout 5)

Super Smash Brothers Brawl


Fans of “Super Smash Brothers Brawl” for the Wii, I apologize now.

Back when I studied at Columbia University’s Graduate School of Journalism I was taught the importance of recognizing important news and bringing hard-won information to the public.

And yet, despite my schooling, I have failed. I went to a Nintendo summit two weeks ago. I played at least a half-hour of “SSBB.” I asked questions. Filmed videos that explain the game’s controls. I tried a host of characters.
But I did not snap a photo of Meta Knight’s Final Smash.

Like I said, I failed.

Apparently the torrent of information released about “SSBB” via the game’s official blog has not been enough to satisfy “SSBB” fans. Screenshots of 15 announced stages, 22 announced characters, descriptions of multiple modes and even the revelation that each character in the new game will be able to grab an item that lets them deliver a special devastating move called the Final Smash … nothing is enough for the “SSBB” fan.

No, they want to know what Meta Knight’s Final Smash move is. At least one “Smash” fan out there suggests that such a scoop would be huge news.

And all I have is a sentence of notes describing it.

Bear in mind that this was written down in my notebook two weeks ago, in the midst of some furious battling. My mental image of the Final Smash is faint. But the ink of my pen is not. My notes read: “Meta Knight Final Smash: wraps enemy in cape and wails on him.”

That’s all I got. No photo.

But maybe I can make things better with a trio of facts that Multiplayer’s resident “Smash Bros.” expert tells me are, in fact, news:

The character Pit, from “Kid Icarus,” can jump four times. Even using this ability I was getting trounced by better players.
If you get trounced too much the game gives you a break, re-spawning the player in fully-charged and ready to deliver a Final Smash, a mercy-Final-Smash, as it were. If being bad at a game is what it takes for me to get the big scoop, then so be it.
The game’s assist trophies — Nintendo-themed bonus characters that can be used to supplement your attacks — include the girl from “Sin & Punishment.” I know this because I threw an assist trophy capsule and out she jumped, gunning down the enemy characters.

That much I know. But I’m sure I missed something else that was important. Sorry, “Smash” fans.

Source: MTV

Exclusive: Nintendo Gives Us “Battalion Wars 2″


There are times when the mighty Nintendo company actually reacts to little old me.

That includes today, because I have here on my desk a finished, retail copy of “Battalion Wars 2.”

I have it a day before Nintendo is sending it to other reporters, probably because I wrote an article last week questioning the lack of promotion for the game. The game is shipping to stores on October 29.

Do I have power over Nintendo? Well, not really. For the record, other times that Nintendo may have reacted to me: There was a time during a speech from Reggie Fils-Aime two years ago, when he announced that he wasn’t going to put “Brain Age” commercials on MTV, and having chatted with me before the speech, ad-libbed: “Sorry Stephen.” Oh, and 1up.com apparently thinks the makers of “Super Smash Bros. Brawl” do my bidding.

But that’s not why you’re reading this post.

You’re probably reading because you want to know about “Battalion Wars 2.” Is it a the next great hardcore Wii game after “Metroid Prime 3” or a dud? Did I find whatever fatal flaw that may have kept Nintendo from marketing the game more aggressively?

I’ve played the game for three hours so far and am ready to spill the beans…



The Basics

To get everyone up to speed, “Battalion Wars 2″ is published by Nintendo and developed by Kuju London, the same outfit that created the first game in the series, which was released for GameCube in 2005. Both games are third-person action games that put the player on a battlefield where they can both directly and indirectly control a small battalion in skirmishes against enemy military forces.

Many action games might give you a single super-soldier to control. Tthe “Battalion Wars” games let you control, say, a single machine gun soldier, while six guys with flamethrowers, five guys with bazookas, three assault commandos, two tanks, a recon buggy and an attack helicopter — all marching, rolling and swooping in concert with you soldier’s steps. On the fly, you can tell each of your units to attack different enemy units, stand guard, or capture bases. Or you can take immediate control of any of the other allied units yourself and control the battle from thier point of view.

More from: MTV Multiplayer

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