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Monday, February 25, 2008

T.W.T.P.B a stylized shoot 'em up with tons of action and strategic elements has just been updated with a Free demo, screen shots and video


T.W.T.P.B a stylized shoot 'em up with tons of action and strategic elements has just been updated with a new demo, new screen shots and a gameplay video.

Spell of Play Studios announce a new demo download to the shoot 'em up game T.W.T.P.B. This time there is a whole new first level and a new boss in addition to some massive game play changes.

The game features intense boss fights, special abilities and strategic thinking as well as the frantic action of a shooter. Video gamers and shooter fans can grab a copy of game's pre-release demo and experience couple of minutes of gameplay.

The game is developed iteratively and gamers are encouraged to supply their comments and suggestions throughout the development. New releases are published once every fourteen days, and detailed development information is available at the Spell of Play community.

About Spell of Play Studios:

Spell of Play Studios is an independent developer based in Sweden.

Links:

T.W.T.P.B web page with demo download, screen shots and video:
www.spellofplay.com/games/twtpb
Spell of Play Studios web site:
www.spellofplay.com

About Spell of Play Studios
www.spellofplay.com/about

Digital Storm LAN Unleashed On Vancouver


KillaNet Technology Ltd. today announced the date and location for this year's Digital Storm LAN tournament. After a one year hiatus, the 48 hour gaming event returns to Vancouver this summer. Digital Storm takes over the Croatian Cultural Centre's main auditorium on Friday, August 1st and runs straight through to Sunday afternoon on August 3rd. Reserved tickets for the 350 seat tournament go on sale March 10th and will be available through Digital Storm's official website (www.digitalstormlan.com) for $45.00 CAD each.

There will be many team-oriented and individual tournaments to participate in, as well as the official World Cyber Games regional qualifying events for those who want to compete in the WCG Canada Nationals for a spot on Team Canada. There will even be the chance for gamers to show which of them is RockBand worthy. With dual big-screen projection, no performance will go unnoticed. Rumour has it that there was an inter-studio challenge issued at The Elans after-party by one Vancouver game developer to another for a head to head Team Fortress 2 match. Is it true? We wish we could tell you for sure, but like everyone else, we'll have to see where the rumour leads.

Digital Storm 2006 was touted as "a very good time" and 2008 will not be any different. We are a gaming event for the gaming community, providing a safe and secure venue for gamers of all skill levels to get together, compete and have a great time. With any such event, sponsors are most welcome and will receive extensive marketing acknowledgement in return for their sponsorship. Digital Storm has sponsorship opportunities available from lanyards for the gamers' passes to team tournament prizes. Full details of what Digital Storm will provide in return for swag and products are listed on the website at www.digitalstormlan.com.

Proceeds from this year's event will go towards opening the digital media education centre for youth which KillaNet has been attempting to open for the past four years. We believe we have found a way past all of the roadblocks which have been put up by our Township's licensing staff who keep insisting that we are nothing more than arcade, and hope to be open by the end of 2008. We are also looking to double Digital Storm's size in 2009 with a complete video game community experience for our attendees - Vancouver style.

Combat Mission: Shock Force v1.07 Demo Released


Today we are happy to release the newly updated Combat Mission: Shock Force demo (v1.07). This demo features many fixes, user interface updates and performance improvements over the original demo, plus it includes a third (and brand new) playable scenario. Since this demo is based on the most current v1.07 game code, you also get access to the new pop-up unit command panel, customized hotkey functionality, the new high fidelity spotting model and hundreds of other AI behavior improvements, combat tweaks and game enhancements!

This demo includes two scenarios which can be played as either US or Syrian, plus a third scenario, "Demo Training" which was designed as a tutorial to be played from the US perspective. Both Real-Time and Turn-Based gameplay are available and all multiplayer modes are active (TCP-IP, PBEM, Hotseat) and y ou can even access and play with the full Game Editor (save function disabled). The demo also includes the original full 196 page game manual in pdf format.

If you are new to Shock Force, or if you looked at it before and wanted to wait to see how it played once it matured a bit, then this is the demo for you. We feel it truly displays the ingenious gameplay, innovative design and most importantly, the FUN that has always been the hallmark of the Combat Mission games.

Download the Combat Mission Shock Force v1.07 Combat Mission: Shock Force v1.07 Updated DemoDemo Here

The Combat Mission: Shock Force Demo includes:
  • Newly updated version demo (v1.07) with many fixes and UI updates and performance improvements
  • Includes two scenarios which can be played as either US or Syrian
  • Includes a third scenario, "Demo Training" which was designed to only be played from the US perspective
  • All multiplayer modes are active (TCP-IP, PBEM, Hotseat)
  • You can access and play with the full Game Editor (save function disabled)
  • The full 196 page game manual (pdf format)

DEMO SCENARIO INFO:
  • Demo Training, a small training scenario designed to familiarize new players to Combat Mission before engaging in "real" combat. (Blue play only)
  • Smashing Steel: A Syrian mechanized force heads south as an American Stryker and tank force heads north. (Battle begins before dawn in the dark, but as time progresses and the sun rises, visibility and lighting will increase)
* Going to Town: Stryker infantry mix it up with the Syrian forces as they enter a small town.

Microsoft Dumps HD DVD Drive for Xbox 360 No Blu-Ray as users move to download HD?


Microsoft Dumps HD DVD Drive for Xbox 360
Still, the company hasn't confirmed support for Blu-ray in its game console, noting growth of downloads.

Microsoft will stop making external HD DVD drives for its Xbox 360 game console, but won't say whether it will offer a Blu-ray Disc drive instead.

The company will continue to provide warranty and product support for existing HD DVD players, it said.

The Xbox 360 has a standard DVD drive built in: support for high-definition content came only with an add-on. Sony's Playstation 3 console, however, has a Blu-ray Disc drive built in, which helped grow support for the rival high-definition format.

Microsoft's announcement comes barely a week after HD DVD's main backer, Toshiba, said it will stop making the drives in the face of declining support for its high-definition format from retailers and studios. HD DVD's other supporters included Microsoft, Intel, HP and Universal Studios. Blu-ray also had the support of Panasonic and Samsung.

Warner Bros., which initially supported HD DVD, said early this year it would switch to Blu-ray Disc, a decision widely seen as a mortal blow to the format. Retailer Wal-Mart also recently said it would no longer sell HD DVDs.

Initially, Microsoft said Toshiba's announcement would have no effect on its Xbox plans.

A Microsoft spokesperson said Monday morning that the company is taking the long-term view that support for specific high-definition drives is less important as people increasingly look to download movies and content from the Internet.

Microsoft's Xbox Live Marketplace lets people download content to their Xbox or PC from major studios such as Paramount Studios and Warner Bros., with recent titles such as "Ocean's Thirteen."

That movie, which costs US$39.26 to download from the site, lets a user keep one copy on their PC and one copy on their mobile device. The movie is encoded in Microsoft's Windows Media Player format.

Source: PC World

Game-Ad Boom Looms as Sony Opens Up PlayStation 3



Sony is opening up its in-game advertising platform -- likely providing a boost to the already-burgeoning $400 million in-game-ad market and sparking a battle among the three key players who sell these ads.

The maker of the PlayStation3 system will offer an open platform, meaning in-game-ad-serving companies Double Fusion, IGA and Google-owned AdScape all will be able to sell ads in games that run on PS3, according to people familiar with Sony's plans. The three companies will strike deals with the major game publishers creating PS3 games, such as Electronic Arts, Activision and Ubisoft. Increasingly, those who score the plum publisher deals will turn out to be the winners in the competitive and fast-growing space.

"It'll come down to games and who has the largest catalog of games," said one person familiar with Sony's plans, but who did not have authorization to speak about it publicly.

In-house sales team
Sony is just starting to sell in-game ads and has its own PlayStation Network sales force to sell dynamic ads in Sony-produced games, such as the forthcoming "Pain" title. A Sony spokesman said the company doesn't comment on unannounced initiatives or products.

The decision will ramp up the competition for prime publisher inventory in a battle not unlike that in the greater internet space. There is no internet-ad-serving company that has a lock on web ads; however, ad networks (and their portal owners) duke it out for the right to sell those ads on publisher websites. During the past couple of months, Yahoo has expanded the network of newspaper sites on which it sells ads, Microsoft has inked deals with Viacom and Dow Jones sites, and Google has re-signed The New York Times' website as an ad-network partner.

While the ad-serving companies might have hoped for an exclusive contract to sell ads in PS3 games, analysts said that a more competitive model could benefit marketers and the in-game market in general. "Making things open only makes things better for marketers or people who want to place ads because they aren't the mercy of a given network," said James Belcher, a longtime video-game writer and senior writer at eMarketer. He said the market is already hypercompetitive. "Everyone's playing around with the best model -- how to charge, what gamers will and will not put up with."

According to eMarketer data, video-game advertising is a $400 million category this year and is expected to grow during the next five years at a compound annual growth rate of nearly 23%.

'Baked in'
Dynamic in-game advertising refers to ads that are changed in and out of games post-development, from interactive placements to signage to sponsorships. Video-game advertising also includes ads that are "baked in" to games -- meaning they are integral part of the game's development and cannot be switched out once they're created -- and ads that run on the console communities, such as XBox Live and the Sony Home network, which is in private beta.

Dynamic ads are considered less risky than baked-in integrations because they don't require a marketer to speculate whether a game will be a hit. Marketers can wait, see how a game performs and then buy ads in it -- much like buying "scatter" TV inventory.

Sony's open platform is a clear departure from how things are done on Microsoft's Xbox, whose exclusive model means all dynamic in-game ads must be brokered through Massive, a company the software giant acquired in May 2006. That acquisition essentially closed off the opportunity for other in-game ad brokers to sell inventory in games that run on its Xbox and Xbox 360 consoles -- and it elevated the bet they are placing on Sony.

Of course, one potential complication of an open philosophy is that, at least initially, Sony's decision will make in-game advertising harder to buy, as an advertiser could have to buy through as many as three different parties to place ads in a single game -- Massive for the title's Xbox version, another for dynamic ads in the version that runs on Sony's PS3 and a third for baked-in product placement in the game.

Sony signed a deal with Nielsen over the summer to measure in-game advertising. In October, it hired Darlene Kindler, a veteran of the video-game business who was most recently at AdScape, to oversee its in-game advertising efforts.

Source: AdAge

Nintendo: No downloads for Smash Bros. Wii, DS version possible?


An earlier rumour stemming from Japan indicated that Super Smash Bros. Brawl on Wii would eventually let users download new content to the game using the WiiConnect24 service, as well as via buying content using traditional download methods and Wii Points. However, it has now been confirmed in a new interview with Masahiro Sakurai that nothing of the sort is coming.

Talking with IGN’s Wii Channel, Sakurai-san, who worked with HAL Laboratory for thirteen years before leaving to set-up his own independent company ‘Sora’, started off by pointing out that Sora is in fact only made up of two people, himself included. The team that created Smash Bros. itself was made up of external partners and key Nintendo staff. As for whether Sora has 100% sworn its allegiance to Nintendo, Sakurai rather candidly said “I have no particular ties to them and, of course, any company that comes along to me afterwards and says, ‘Hey, we have an interesting project for you,’ I’m going to look at that and going to help with that job.” So Sony and Microsoft fans hoping to see the talented developer’s work on the Xbox 360 and / or PlayStation 3 might still get the chance.

Quickly moving on, he nearly slips up and confirms his involvement in another Smash Bros. game by saying the following:

“I feel like anything I’ve considered I’m probably going to think about when — I mean if — another game was to come out in the series and so I’d like to keep a lid on that for now. and not disclose anything I’ve been thinking about there.”

But could that have just been an honest ’slip of the tongue’ mistake or if he already tied down to a future project by Nintendo and Satoru Iwata? Clearly there are aspects that were not possible to include in this edition, such as Voice Chat,

“Well, when I first started making Smash Bros. Brawl, I thought it would be wonderful if online battles between friends had voice chat and potentially keyboard based chat as well. But there are all sorts of rules and regulations regarding communication on the Wii platform and so it was apparent to me that it just wouldn’t come together, we weren’t going to be able to do it, so we decided to cancel that feature. I’m very sorry about that. But if you’re really desperate for it, you could set up Skype by your game station and go at it with a friend if you like.”

From: Nintendic

ELECTRONIC ARTS BIDS FOR MAKER OF 'GRAND THEFT AUTO'


Another extraordinary, technology-driven takeover was proposed Sunday, this time with an iconic Silicon Valley company as the aggressor and with the most controversial video game of all time as the ultimate prize.

Electronic Arts of Redwood City, for decades the dominant independent game developer in the world, revealed a $2 billion bid to buy New York-based Take-Two Interactive Software, publisher of the infamous and wildly popular "Grand Theft Auto" game series.

Take-Two immediately rejected the offer, just as it rejected previous approaches from EA that were made privately but detailed Sunday when EA went public with its bid of $26 a share. EA's next step may become clear during a conference call scheduled for 5 a.m. today.

EA Chief Executive John Riccitiello, reached by the Mercury News late Sunday at a dinner in New York with key EA investors, said Take-Two's resistance surprised him and noted that EA's bid represented more than a 60 percent premium over Take-Two's stock price on Feb. 19, when EA first made the $26 per share offer.

"The Wall Street Journal sold to (News Corp.'s Rupert) Murdoch for a 60 percent premium, and Microsoft's got a 60 percent premium out for Yahoo," Riccitiello said. "Those are big premiums, and they happen only in the rarest of circumstances."
But Riccitiello said crucial timing was involved in trying to make a deal happen quickly. He said a deal made now could close by summer, enabling EA to effectively marshal all of its distribution and marketing resources on behalf of the next "Grand Theft Auto" game in time for the 2008 holiday season.

More from: Mercury News

Sunday, February 24, 2008

Activision Offering Refunds For Guitar Hero III (Wii)


As our bat-eared readers discovered when the game was first released, the Wii edition of Guitar Hero III, though advertised as possessing Dolby Surround Sound capabilities, could only duplicate one channel of audio through multiple speakers (a.k.a. mono sound). Incensed, Nintendo's virtual troubadours demanded action -- Activision responded with a somewhat less-than-timely disc replacement program. Now, four months after the game was released, Activision has announced another method of atonement for their single-channel sins.

Instead of replacing your half-mute disc with a standard one (though this option is still available), you can now replace said disc with cold, hard cash (or warm, soft cash, depending on your local climate and the weariness of the bills you receive). While we're sure this policy will be exploited by those who tire of faux rocking and simply want the cash, it's refreshing to see Actie-V face their shortcomings so directly -- if not a tad unpunctually.

Source: Joystiq

Super Smash Bros DOJO on Nintendo Wii Future Updates


31st January, 2008. Super Smash Bros. Brawl has officially gone on sale in Japan. Is everybody having fun with it?

However, Smash won’t come out in North America for a bit, and sadly, Europe has an even longer wait until the game is released.

For the past eight months or so, the Smash Bros. Dojo has served as a source of basic information for the game, but with the release of Brawl, the Dojo will take on a new role.

From here on out, the Dojo will begin to introduce the hidden characters, hidden stages, and additional features in Brawl that have gone unmentioned until now. I’d like to continue to add on to the Dojo so that players of Brawl can come back to this website following its completion and view Smash Dojo as a sort of guide for the game.

I plan on continuing to update for another two months, so please continue to enjoy the site.

Just remember, I’ll be posting information on hidden characters and other in-game secrets, so you should take caution when viewing the site if you want to save those surprises for later.

From the official site here

Indiana Jones video game now in production


LucasArts title had been sidelined by Star Wars: The Force Unleashed

The new Indiana Jones action game has only just gone into production, according to a LucasArts source.

Eurogamer was told at the Game Developers Conference that the title has been in pre-production for about two years, but found itself sidelined by Star Wars: The Force Unleashed.

But now that's changed, and actual production work is now underway - although it will not be out this year.

Indiana Jones uses NaturalMotion's "euphoria" technology to handle complex CPU-based dynamic processing in order to generate "unique game experiences", according to CEO Torsten Reil.

Source: GamesIndustry