Search This Blog

Thursday, November 29, 2007

Command new ships and crew of the release of pirates at Ocean's Edge video game simulator


Pirates at Ocean’s Edge™ is the latest expansion for Sony Online Entertainment’s Pirates Constructible Strategy Game™ Online created at the SOE Denver studio. Featuring new islands, seafaring monsters, and fathomless whirlpools, strategy players will skillfully navigate their ships to the Ocean’s Edge, where they will be tempted by uncharted territory, mounds of gold and thrilling adventures, all while fighting possible destruction and surprise!

• Uncover more than 100 new ships, such as the USS Constitution and the HMS Victoria and over 90 new crew members including Davy Jones and the Crimson Angel, as well as an excess of treasures for players to acquire and command
• Explore the enigmatic Skull Island or traverse one of the many other new and mysterious islands along the horizon
• Sail out into the deep blue sea - but watch out for the ferocious Titans, Giant Sharks, Sea Dragons or deadly whirlpools. You'd best be careful of what lurks out on the waters!
• Claim the sturdy Catamaran and swift Windcatcher ships for yourself and sail your way to victory, gold and glory

WHEN:
Pirates at Ocean’s Edge is scheduled to launch on Wednesday, November 28, 2007

WHERE:
www.piratescsgonline.com www.station.com

About Pirates Constructible Strategy Game Online
The Pirates Constructible Strategy Game (CSG) Online is a digital version of the successful and critically-acclaimed WizKids tabletop game, in which players use die-cut cards to build sloops, galleons and frigates, plundering the high seas in search of treasure. This online version is enhanced with cool visual effects, and players can build and customize fleets, explore islands and raid their fellow online buccaneers for their booty. The game also features real-time communication online, so players can trade treasure and ships to round out their collections

Atari video Games Arriving on Microsoft Xbox LIVE


Asteroids and Asteroids Deluxe Available Now

Atari today announced that Asteroids® and Asteroids Deluxe® is now available on Xbox Live® Arcade, with three more beloved Atari Classics coming soon. With Asteroids® and Asteroids Deluxe®, Battlezone®, Tempest™ and Warlords®, Atari will deliver the same gaming sights, sounds and action as the original, as well as a new evolved version of games featuring enhanced graphics, sounds and special effects.

Atari and developer Stainless are giving gamers the best of both worlds with the Atari Classic and Evolved games; nostalgic fun with the original Classics and new gaming experiences with the Evolved versions featuring contemporary graphics and music, plus Achievements to unlock and the chance to boost their Gamerscores.

Asteroids and Asteroids Deluxe offers gamers the chance to rotate, thrust, flip, fire and launch into hyperspace as oncoming asteroids are blasted to smithereens just like in the 1979 original. The evolved version features the same frenetic gameplay with updated, beautifully rendered, high definition graphics.

Following this Christmas season will be Tempest, Battlezone, and Warlords. Maintaining the spirit of the original’s linear geometric rendering by using vector graphics, the evolved version of the cult-classic Tempest features a graphics overhaul. Using skill and an arsenal of weapons, gamers must clear a web of enemies before time runs out and advance to the next stage.

The classic Battlezone has received a serious overhaul and added exciting new multiplayer modes. Players can use the Xbox Live Camera to watch live video of their opponents. Combine these features with new special effects for weapon firing, impacts and explosions and Battlezone becomes one killer classic.

The multiplayer Warlords pits king versus king to resurrect the competitive spirit of arcade games from years gone by. Up to four players can join the action with Xbox Live Camera support and take control of their own castle, allowing for a variety of single- or multiplayer experiences.

Gamers can recall their old-school arcade skills in Emulation mode and experience these treasured games in all their historical glory. Mature trigger fingers can play the evolved versions of the same titles and experience the same core gameplay. Gamers of all levels can test their gaming prowess out with three different settings – Easy, Medium and Hard. For those who need a refresher on Classic Atari games, time-limited trial modes are available for all titles. These Atari Classics on Xbox LIVE Arcade support all Xbox 360 high definition resolutions up to 1080p as well as full-screen anti-aliasing and digital surround sound. Players can make the most of the Xbox LIVE service with leader boards and 12 achievements.

For more information on Atari and its entire product line-up please visit www.atari.com.

Nyko Takes Aim With Perfect Shot and Internet Connect for Wii


Ergonomic Gun Grip and USB Network Adapter To Enhance Wii Gaming Experience

Nyko Technologies®, a premier peripherals manufacturer, today announced the Perfect Shot and Net Connect-two new products for the Nintendo Wii.

Nyko's Perfect Shot is the ideal complement to blaster/shooting games on the Wii, allowing players to experience more tactile control and accuracy during intense gaming sessions. The Perfect Shot holds the Wii remote with a secure locking system and allows players to hit the remote's B button using a tactile trigger mechanism. The lightweight and ergonomic design allows for extended use with less strain in the arm and hand. The Perfect Shot can also be used in conjunction with other peripherals by utilizing a pass-through port. This allows players to attach a Nunchuck or Classic Controller to the unit, providing more compatibility with other titles.

For gamers looking for an easy-to-use method to connect the Wii to a non-wireless Internet connection, the Nyko Net Connect is the solution. The Net Connect provides a high-speed Internet connection for the Wii, requiring only a Cat5 Ethernet cable and an existing Internet connection. With no complex setup codes or installation software, players can get their Wii online by plugging the device in to one of the Wii's USB ports and attaching it to their home network. Once online, the players can take full advantage of the Wii's unique online offerings, including the Opera Browser, WiiConnect24, Mii Parade, and all other online gameplay features for Wii video games.

"The Perfect Shot and Net Connect demonstrate Nyko's commitment to providing gamers with the most useful gaming accessories on the market," said Chris Arbogast, Marketing Manager for Nyko. "Whether you're looking for pinpoint accuracy in your favorite shooting games or a hassle-free solution for getting your Wii online, we're confident that both of our new products will fit your gaming needs."

The Perfect Shot and Net Connect will be available early in December at retailers nationwide and Nyko's online store for $14.99 and $24.99, respectively.

'Rat Race' Funnyman Hopes PlayStation 3's First Sitcom Video Game Fills Comedy Void


There are no jokes about black albino people in the upcoming PlayStation 3 sitcom video game "Rat Race."

This fact was confirmed by MTV News yesterday during an interview with comedian Victor Varnado, head writer of "Rat Race" and veteran stand-up comic, who has kicked off some of his televised routines making jokes about the fact that he is a black albino.

"We don't have any black albino characters in the game, so they would seem like a--holes if they made jokes about it," he said during an interview to promote his involvement in the bold new game.

Varnado is doing voice work for three characters — and screeching the role of a monkey — as well as serving as head writer and voice-acting director for Super-Ego Games' "Rat Race," a workplace video game comedy in the vein of "The Office," which will be rolled out as a series of downloadable, playable episodes on the PS3 this winter.

A press release touting Varnado's involvement mentions his connection to TV shows such as "Saturday Night Live," "Late Night With Conan O'Brien," "Flight of the Conchords" and "My Name Is Earl." (Watch one of his routines on his MySpace page.)

But in his interview with MTV News, Varnado flashed some other credentials that suit him well for his jobs on the upcoming game. "I've had a lot of experience with games that were meant to be funny," he said. "Anytime I can find a game that has a particularly unusual sense of humor, I play it." He said the text adventure "Loom" was an early comedy-game favorite. Other old adventure games stood out. More recently, he found the cutesy PSP game "Loco Roco." Also handy: "When I was in high school, I used to make video games — mostly stupid. I made a maze game where a blob would chase you down a maze. I tried to make a 3-D game; I could never get it to work."

So if he knows games as a player and an amateur programmer, surely he must know the problem: There aren't many comedy games these days. There used to be more, a slew of joke-filled adventures such as "The Secret of Monkey Island" and "Grim Fandango." In Varnado's view, some of the very things that games have gotten better at — visuals and interactivity — have lessened the need for developers to keep players engaged with humor. Those adventure games were popular in their day, but technology improved. "As soon as they got to the point where graphics got better, games got less funny," he said. Better gameplay also removed any outright need for a game to be funny. "If you looked at early games, they had very few game mechanics. Look at [1983's interactive cartoon/game] 'Dragon's Lair.' Not many gameplay mechanics, but it's great to look at and the comedy is funny."

"Rat Race" is an attempt to solve all this, taking a somewhat different path from the last significant game comedy attempt, the revived "Sam & Max" series, which just started a second season of downloadable PC point-and-click adventures. Super-Ego Games President Greg Easley recently told the Web site PS3Fanboy.com that his company's game will incorporate some traditional game mechanics, including stealth and shooting sequences.

"I can tell you that the jokes that work best in the gameplay are usually the more cerebral stuff," he said, referring to puns and wordplay and stuff that feels clever. By cerebral, he doesn't mean dry. Offering an example of his own style of cerebral comedy, he recounts the following gag from his stand-up: "I say, 'I'm a black albino, ladies. You know what I'm talking about: all the benefits of being black without the disappointed looks from your parents.' See, that joke, in order to make it funny, you have to put the last piece in it yourself." In "Rat Race" gameplay, some of this kind of thing will be appearing in dialogue-driven mini-games that include hundreds of possible lines that may be heard depending on how the player performs a gameplay task.

In the games non-interactive cut-scenes, however, he promises "wilder and zanier stuff." Some of that material seemed to have been released to the Web in October when four apparent trailers for the game, featuring zany non-interactive workplace scenes and ending in title cards promoting the game, appeared on GameTrailers.com. And for the most part, those "Rat Race" clips were ... trashed. "It's a game where you tell bad jokes?" one commenter wrote.

"Here's what really happened," said Varnado, who followed the reaction. "Some of the stuff that was leaked onto GameTrailers was some of the stuff meant for internal use, not something that was a finished product that would go out." He said some of the material was created to test the game's technology and didn't represent the finished product. "That isn't our best foot forward," he said. Only the video about the roach-bait commercial had gone through the proper approval process. And that one, he said, got the most positive response. "We'll make sure that what we put out next is something we've gone over and that we're proud of."

Varnado is confident that bad jokes will be weeded out well before gamers experience them. "Rule number one: It has to serve the game. Rule two: It has to be funny. Rule three: It has to be in character." And any joke that only gets laughed at by the person who wrote it won't be making the cut.

The first episode of "Rat Race," which will be "based around a Japanese toy that has to be redone for an American market because the toy is a little over-the-top violent," is set for release this winter via the PS3's PlayStation Network download service.

Source: MTV

VIDEO GAME REVIEWS


After selling almost 200 million games over more than two decades and generating untold billions of US dollars in revenue for Nintendo of Japan, Mario is back with two new games. Super Mario Galaxy, released this month for Nintendo's Wii console, is the first major new Mario game in five years. Also, Mario shares top billing with his longtime rival Sonic the Hedgehog in a separate new game, Mario & Sonic at the Olympic Games.

Mario has always starred in games for everyone. So to test whether it could still appeal to an overeducated, media-saturated audience, I assembled a panel of non-gaming yuppies in their 30s at my house last weekend, put the Wii controls in their hands and sat back to check the reaction.

Judging by the hours of giggles, chortles and guffaws, Mario still has the goods and that incessant tug to play just five more minutes.

The reaction in my living room and elsewhere around the world indicates that Super Mario Galaxy is more than a worthy successor to the franchise's considerable legacy of smiles. It is being widely hailed as the best game yet for the Wii and is drawing plaudits from gamers and magazines alike.

Super Mario is generally a single-player game, but in a nice innovation, a second player can jump in and use a Wii remote to control a separate cursor on the screen that can stun enemies, pick up treasure and otherwise assist the main user controlling Mario. The game's whole feel is so finely tuned, so infectiously enjoyable, that it's understandable why Shigeru Miyamoto, Mario's creator, has been one of the most famous game designers in the world for decades.

My panel of non-experts had a lot of fun with the game's Olympic "events" (up to four can play at one time), especially the trampoline, but that game still is not receiving the praise being lavished on Super Mario Galaxy.

Richard Garriott's Tabula Rasa is another new game in an old series. How does it stack up?

The thing to understand is that playing a "massively multiplayer" online game, or MMO, is a commitment of money and time. MMO players routinely spend hundreds or even thousands of hours on their favorite games over many years. All of that time is an investment in building up the powers and abilities of one's virtual identity, not to mention the fun of adventuring with friends. For all that, players generally spend around US$15 a month.

Tabula Rasa is certainly a lot of fun, and it looks great. In an online gaming market deluged with dragons and elves, its fast-paced science-fiction combat is a refreshing change of pace. There are aliens descending all over the place and firefights stretching over gorgeously rendered landscapes.

Graphically, the game seems to take a page from Starship Troopers, with its bright colors and varied foes.

The big question is whether the game has enough depth to keep players coming back for months or years without devolving into a mindless repetition of "see alien, shoot gun, repeat."

Garriott and the rest of his team at NCsoft have been candid in saying that they are trying to appeal mostly to a broad base of casual gamers rather than to the smaller cadre of hard-core players who might spend 30 hours a week or more on a game.

More than four years after its debut, Eve Online is only now hitting its stride as one of the most interesting games in the world.

Eve takes place in a fictional galaxy in a far future, where humanity has splintered into four competing factions, the theocratic Amarr, the militaristic Caldari, the liberal Gallente and the rebel Minmatar. Players choose a side and find their own path.

At a stage when most games have long since stagnated, Eve continues to grow, recently passing 200,000 subscribers. CCP is planning a major graphics overhaul scheduled for Wednesday.

In many ways, Eve is like the real world. All 200,000 of Eve's players exist in one huge virtual galaxy spanning thousands of solar systems. About 40 percent of Eve's players are European, another 40 percent are North American and about 20 percent are from other continents. They all share one polyglot community around the clock, and at any moment tens of thousands of users are logged on.

More important, the economy and politics of Eve are almost entirely driven by the players themselves.

The most compelling aspect of Eve is that once players control a region of virtual space, they bear the responsibility of policing it, setting taxes, establishing diplomatic relations with neighboring groups and waging battles to protect their territory or take more. In most online games, the advanced content involves getting together with a few dozen friends to battle computer-controlled dragons and demons. In Eve, major battles involve hundreds of players fighting in starships in vast Star Wars-like firefights.

Source: Taipeit Times

Rise of the Video Game: Discovery Channel Special


Here in the US the Discovery channel has been running a fascinating documentary series about the rise (and fall) of the video game world.

On the first documentary it is shown how many ICONS of the video world were born
in the first wave of the video game boom (70's early 80's) and how thanks to limited resources, creativity was king (PacMan,Defender, Asteroids, Donkey Kong, Space Invaders, The Atari 2600, Pong )

...until the inevitable take over by the corporate world.
Creators were fired from the companies they created, an a more business mentality took over the whole industry.

After this there was a period of market over kill that drove quality to the ground.
And a lot creators and developers (the one who brought the boom in the first place) where left on the street.

One infamous example shiining example of games of this era is "ET the game" .
12 million copies of the games were produced at a time that ONLY 10 million users of the Atari 2600 existed. And to make matter worst the game was REALLY BAD.
So bad that most of them ended up used as landfill in New Mexico (true story) .
The result of this fiasco, and more like it, was the first video game market crash of the 80's.

For more information check out their site:
http://dsc.discovery.com/tv/video-game/video-game.html

Confirmed: Video Games Rentals Hurt Sales

A new report by Magid Associates confirms what many already know -- that video game rentals (as is the case with any type of rental) significantly hinder sales.

Less than 10 percent of renters go on to purchase a play tested game says Game Daily. That same group only buys a tenth of the games they rent, however.

That's a sizable number considering that almost 40 percent of weekly console gamers report renting at least one game in the last year.

Teenagers, with limited or no disposable income, represent almost 30 percent of game renters even though they make up only 12 percent of the total gamer population.

"More often than not consumers tell us they don't buy a rental game because it was not very good or it is too short," says analyst Mike Vorhaus. "Rental play does not lead to significant purchases of those rented games."

Assassin's Creed video game- Review


Review from Star-Telegraph

For years, Assassin's Creed has been shrouded in secrecy, with Ubisoft giving the media only the briefest glimpses of the game, and teasing it with information.

Rule No. 1: Do not tease members of the media. (Trust me, we were all teased plenty as children.)

After a few lackluster showings, including a buggy demo during Microsoft's E3 press conference in July, the Assassin's Creed backlash officially began. Suddenly, the game went from being one of the most promising triple-A titles of the year to being voted "The Game We're Most Worried About" by the staff at Electronic Gaming Monthly.

The game's big secret -- and if you've been following it closely, then you've probably already figured it out -- is that you're not actually a cowl-wearing assassin in 1191 Jerusalem. You're a humble modern-day bartender.

You read that right -- a bartender.

But apparently one of your ancestors was indeed a cowl-wearing assassin in 1191. The sci-fi premise of the game is that the memories of our ancestors are actually stored in our DNA. And a pair of scientists, for reasons that eventually become clear to you, are holding you against your will, and forcing you to relive those ancestral memories.

The story isn't the only aspect of Assassin's Creed that feels complex.

During your memory sequences -- ostensibly flashbacks -- the control scheme also is complex. In fact, it's complex enough to merit not one but two nearly identical tutorials in the first hour of gameplay. No doubt you'll spend some time pressing the wrong buttons before you get the hang of them.

You play the game as Altair, the aforementioned cowl-wearing assassin. Think of him as a kind of Old World Batman. Your mission is to track down and assassinate various crime lords, politicians and all-around bad guys. You're not a welcome presence in the cities; if the street-roaming guards spot you, they'll take chase. So, like Batman, you'll spend much of the game lurking on rooftops, peering down at the action below, tracking your marks and finding the right moments to strike.

You pickpocket targets, eavesdrop on conversations or trail targets into back alleys, wait for them to be alone, then beat a confession out of them.

Sound complicated? Oh, it is. Indeed, there's a pretty substantial hump to get over in the first few hours of the game.

It's difficult to see the appeal of Assassin's Creed in the first hour or two of gameplay. It's not an easy game to like. It's heady. It's mature. It's complicated. The game's world -- three massive cities spread over hundreds of virtual miles -- feels too vast, too overwhelming.

To its credit, Assassin's Creed feels decidedly adult. In fact, it's one of the most adult games, in theme and content, the 30-or-so-year-old medium has ever seen. It made me realize how few games display this degree of maturity. We could certainly use more of them.

I admire Assassin's Creed for its scale and scope, for its terrific writing, for its supremely gorgeous look, and for its ambitions, for what it attempts to do.

I only wish that I enjoyed playing it more.

Nintendo admits Wii video game system shortages are a "missed opportunity"

There's no supply conspiracy, says Nintendo boss

Nintendo of America president Reggie Fils-Aime has admitted that the shortage of Wii units at retail is a missed opportunity for the company.

And he dismissed the conspiracy theory that Nintendo is holding back stock to drive demand, saying such a move would be counterintuitive to the audience it is trying to sell to.

"At this point we are literally trying to catch up with demand," said Fils-Aime, in an interview with news.com.

"There is no secret plan to store Wiis in a warehouse to spur demand. The company, after all, is trying to reach out to women and 40 and 50-year olds who aren't avid gamers."

"They aren't going to sleep outside of a store overnight or visit a retailer five or six times. It is literally a missed opportunity," he said.

Although the Wii is being snatched up just as fast as Nintendo can supply units to retail – with HMV last week telling GamesIndustry.biz that the console is selling out within minutes – it hasn't stopped the company from clocking up massive sales numbers.

During the Thanksgiving period last week, Nintendo sold over 350,000 Wiis in the US.

Nintendo DS video games player sales smash Game Boy Advance record


Nintendo of America enjoys record-breaking week

Nintendo of America has set a new sales record by selling more products during the Thanksgiving week than at any other time in the company's history.

During the period November 18 to November 24, over 653,000 DS units were sold, smashing the previous record of 600,000 Game Boy Advance consoles sold in 2005.

A further 350,000 Wii home systems were also snapped up by Christmas shoppers, along with "millions of games and accessories".

"As shoppers look for ways to maximize their limited holiday spending money, they turn to gifts that can be used by the entire family," commented George Harrison, Nintendo of America's senior vice president of marketing and corporate communications.

"Wii and Nintendo DS offer something for every member of the family. They're the most fun video game experiences at the most affordable price."