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Tuesday, November 13, 2007

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."

Monday, November 12, 2007

New "Codename Panzers: Cold War" screenshots released

Developer Stormregion and publisher 10TACLE STUDIOS today released new screenshots from upcoming PC release “Codename Panzers: Cold War” on www.panzers-coldwar.com. The new screenshots give a good impression of the performance delivered by the completely reworked Gepard3 graphic engine. The detailed graphics and visual effects create an authentic combat scenario destined to captivate real-time strategy fans starting in March of 2008. European distribution of the newest addition to the “Codename Panzers” series is being handled by Electronic Arts.

During the Cold War conflict, a period in which the differences of opinion between the occupying forces of the Allies and the Soviet Union become ever sharper, an aircraft accident occurs over Tempelhof Airport during the Berlin Blockade resulting in grave consequences. The tragic collision of an American airplane carrying relief goods with a Russian fighter plane costs not only the lives of both crews, but also overstretches the already tense relations between the occupying forces. Under the command of the merciless Stalin, the Red Army has undergone a tremendous expansion at the end of the Second World War and has more-or-less been waiting for the right time to extend their territory to the West by attacking the NATO forces. This incident thus gives Stalin all the incentive that he requires!

For more information:

www.panzers-coldwar.com
www.10tacle.com
www.stormregion.com

Gamespy Multiplayer Technology Into Epic's Unreal Tournament 3 On PC And PlayStation 3

Agreement Expands on Existing IPP Partnership and Licensing Deal between GameSpy and Epic Games

IGN Entertainment’s GameSpy, a leader in multiplayer and online gaming technology, and Epic Games today announced a licensing deal to incorporate GameSpy’s multiplayer technology into Epic’s Unreal Tournament 3, the immensely popular first-person shooter franchise. This partnership comes on the heels of a recent announcement between GameSpy and Epic Games that included a licensing deal to incorporate GameSpy’s online technology into Epic’s Unreal Engine 3 and GameSpy joining Epic’s Integrated Partners Program.

Under the terms of the agreement, GameSpy’s multiplayer technology - including multiplayer matchmaking, in-game and out-of-game messaging, deep player statistics, Voice over IP (VoIP) communication and a robust leaderboard and ranking system - will be incorporated into both the PLAYSTATION 3 and PC versions of Unreal Tournament 3. The new agreement expands on GameSpy’s current relationship with Epic Games, which created a one-stop solution for game developers by incorporating GameSpy’s online technology into Unreal Engine 3, one of the world’s most popular game engines.

“GameSpy is excited to expand our existing relationship with Epic Games and align ourselves with Unreal Tournament 3,” said Jamie Berger, senior vice president of consumer products and technology for IGN Entertainment. “As our technology continues to expand and evolve with next-generation consoles, we will continue to work with developers to provide an ease and expertise when it comes to online gaming technology.”

“Partnering with GameSpy for the second time and expanding on our IPP relationship furthers our commitment to including the highest level of online technology into our video games,” said Mark Rein, vice president of Epic Games, Inc. “Unreal Tournament 3 is a leader in online gaming, and we will continue to push boundaries and technology to develop a game that satisfies the high expectations of our franchise fans.”

Unreal Tournament 3 marks the return of the industry's premiere first-person shooter franchise. In the latest installment of the award-winning Unreal franchise, players assume the role of a futuristic warrior engaged in contests of intense warfare against dedicated and skilled opponents, controlled either by human contestants online or by A.I. These brutal contests are fought with the most powerful military weapons and vehicles known to man. In Unreal Tournament 3, players can go face-to-face with devastating close quarters weapons like the flak cannon and rocket launcher, or pick off their enemies from a distance with a high-caliber sniper rifle. Players will also be able to fully access the universe's most capable and advanced set of vehicles in their quest to dominate and overwhelm opponents. Unreal Tournament 3 will also be the first game to feature robust user-generated content on PLAYSTATION 3 including multiplayer maps, custom game modes and much more. Unreal Tournament 3 is scheduled for release November 19 on the PC and is coming soon for the PLAYSTATION 3.