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Tuesday, April 22, 2008

Midnight Club: Los Angeles on the Xbox 360 along with Midnight Club: LA Remix for the PSP


Rockstar Games announces release date for Midnight Club: Los Angeles on the Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®3 computerentertainment system along with Midnight Club: LA Remix for the PSP®

Open-world street racing series debuts on next generation consoles September 9th and 12th for North America and Europe respectively

Rockstar Games is proud to announce the fourth installment of its critically-acclaimed and genre-defining Midnight Club franchise, Midnight Club: Los Angeles, is set for release on September 9th in North America and September 12th in Europe. Developed by series creator Rockstar San Diego, Midnight Club: Los Angeles will give gamers the unprecedented freedom to race through a hyper-realistic LA.

"From the beginning, Midnight Club has been about street racing in a open-world," said Sam Houser, Founder of Rockstar Games. "With our team at Rockstar San Diego we have developed a game that we feel once again pushes the boundaries and expectations of what a racing game can be."

Whether driving by the beach or beating the competition by cutting through a parking garage at 200 mph, Midnight Club: Los Angeles provides a seamless, breathtaking environment for everyone who loves to compete. With no load times, no tracks, and no rules, the game allows players to race who they want, when they want, and where they want in an unbelievable recreation of Los Angeles.

"People are going to be blown away when they see how true-to-life Los Angeles looks in this game," said Jay Panek, Midnight Club Producer Rockstar San Diego. "We've added some great twists and turns that let players experience the authentic vibe and feel of the city at blistering speeds that you simply couldn't get away with in real life."

A racing game is nothing without the great cars and Midnight Club: Los Angeles allows extensive customization of vehicles for both performance and appearance. Players can now fully personalize their officially licensed imports, tuners, classic muscle cars and motorcycles both inside and out with a dizzying array of licensed rims, spoilers, interior gauges, tires and more.

Also scheduled for release on September 9th, Midnight Club: LA Remix for the PSP® system will provide another incredible portable racing experience. Developed by Rockstar London, the game will take full advantage of the hardware to deliver the unrivaled sense of speed and style that the best-selling Midnight Club series is known for.

Hulkamania Wrestling - Hulk Hogan game for mobile cellphones announced


Gameloft Announces Licensing Deal With Wrestling Superstar Hulk Hogan

Hulkamania Fever High with Gameloft's 'Hulkamania Wrestling'

Gameloft, a leading publisher and developer of video games for mobile phones, is pleased to announce a licensing agreement with legendary wrestling icon, Hulk Hogan. The deal, negotiated through Hogan’s marketing agent, Darren Prince of Prince Marketing Group, brings one of wrestling’s most popular personalities to mobile gaming. Hulkamania Wrestling will give fans the chance to experience an amazing amount of legendary holds in wild wrestling beat downs, and the power of the people’s champ, Hulk Hogan, right in the palm of their hands.

“We are excited to be expanding the Gameloft family of licenses into the wrestling genre and are delighted to do so with a man as renowned as the legendary Hulk Hogan,” said Gonzague de Vallois, senior vice president of Publishing, Gameloft. “Wrestling fans are fanatical about having access to their favorite sport and our new Hulkamania Wrestling will let them enjoy it everywhere.”
“Hulkamania is alive and well and I’m excited to give my fans a mobile game that is true to my experiences in wrestling,” said Hulk Hogan. “I’m confident that Gameloft will inject their signature style to produce the ultimate wrestling game for all my fans to enjoy on the go.”
Backed by the iconic power of Hulk Hogan himself and featuring a 3D isometric view that provides total immersion into the ring, Hulkamania Wrestling gives fans a realistic wrestling beat-down, complete with eccentric wrestlers, jabs and humorous dialogue. With an amazing number of no-holds-barred moves, players can take down their opponents with bone crushing efficiency through the use of such classics as the Strong Clothesline, Spinbuster, Pedigree, Doublehand Choke Lift and more.

Not only will players get the opportunity to play as wrestling legend, Hulk Hogan, but they’ll be able to take on seven of wrestling’s other crazy stars, all with different looks and wrestling styles. Just like in the actual ring, players will be able to use their environments - hurl chairs or throw opponents on tables - to completely dominate their opponents and claim the Hulkamania Wrestling Ring as their own!

Hulkamania Wrestling will make its way to the wrestling ring on your mobile phone in August 2008.

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Aurora - The Secret Within released for PC in the US


Lexicon Entertainment And Tri Synergy Announce 'Aurora: The Secret Within' For North American Release

Video games publishers Lexicon Entertainment and Tri Synergy are pleased to announce the publishing of Aurora: The Secret Within for North American release.

Aurora: The Secret Within is a classic point and click adventure developed by talented Italian developer BluMail Studios and was hugely successful in Europe and Asia and published by Lexicon Entertainment.

Chris Allcroft, President of Publishing for Lexicon Entertainment quoted “This is a great opportunity for North American consumers to get the chance to play this classic point and click adventure and we are delighted that Tri Synergy has taken the opportunity to publish ‘Aurora: The Secret Within’

Story:

Roswell 1950, and a sensational rumour from the US Army has surfaced. A flying saucer has crashed near Roswell.
While this unbelievable event is broadcasting, the detective Pileggi falls into a mysterious case about the vanishing of a local farmer. During the investigation, he will discover that his reality has always been an illusion.
The Pentagon has been leading people to believe that Area 51 has been hiding projects about supersonic airplanes or alien technologies. The truth however is that the base was developed for a secret project called Aurora.

A secret project developed for time travel.......

Features Include:
• 40 noir's placing within New Mexico
• 3D rooms exploration
• Original soundtrack and audio effects
• 3D interactive animated characters
• Logical, mathematical riddles and puzzles that gradually get harder
• Multiple choices dialogues, influencing the story
• 3D cut scene movies
• Multiple endings

Award Winning Card Game - Lost Cities - Journeys To Xbox LIVE Arcade


The Award Winning Card Game "Lost Cities" Journeys To Xbox LIVE Arcade This Wednesday!

The award winning card game “Lost Cities” comes to life on Xbox LIVE Arcade this Wednesday 23rd April, 2008 at 09.00.

True to the original adventurous card game, “Lost Cities” transports players to exotic destinations where riveting adventures await. Before players embark on their trips they must choose how much to invest in the expedition in hopes of increasing their investment. Players then play their cards with the goal of amassing the most points and making prosperous expeditions through the various lost cities: the Himalayas, the Brazilian rain forest, the ever-shifting desert sands, ancient volcanoes and the mystifying depths of the oceans. Don't journey alone - invite up to three friends to join in the journeys over Xbox LIVE!

Where can I get this game from?
Developed by Sierra Online, "Lost Cities" will be available for 800 Microsoft Points.

For more details on “Lost Cities” please visit:
http://www.xbox.com/en-US/games/livearcadexbox360

Monday, April 21, 2008

THEY claims to be a “mystery first-person shooter” for PC, Xbox 360 & PlayStation 3


THEY

Q&A April 2008

THEY claims to be a “mystery first-person shooter” for PC, Xbox 360 & PlayStation 3. How do you create this feeling and what sort of techniques are used to provoke this sense of mystery?

The story-telling in THEY doesn’t influence the fast paced action of a FPS game – it has dynamic battles, a living environment and those bad creatures you have to kill. But the story has some issues common with plots of mystery movies! After some analyses we figured out that one key element, which transports mystery is the so-called dualism and this is what we will show in THEY. On the one hand you have a real environment, which everybody knows (London) – on the other hand some mysterious phantoms and you don’t know what they are. Another way is to build up characters’ credibility during the storyline, you feel positive with them, you trust them – and suddenly something happens, which topples your big picture! This is what the essence of mystery is and it’ll take some time to get an overall picture. For players this means, they have been aware of several surprises and nothing seems to be like it is in the beginning…

Furthermore you label THEY as a “Next Gen Title”, can you give examples what special technologies you refer to when speaking of next generation?
Next Gen Title is something more than just visuals. It's about the whole feeling, atmosphere, gameplay – it's a new level of immersion of the player into the game. It takes many technologies combined together to achieve such effect. From pure rendering techniques, through impressive physics, believable AI to comprehensive animation subsystems: They all make a game world more real than even before, and this is what we call “Next Gen” feeling.
You unveiled an interesting new FPS feature, which is called "Pimp my weapon" or "Weapon tuning system", what does that mean in detail?
What's so cool about FPS games? Weapons! In the history of games the numbers of weapons have raised from a few smaller weapons in the beginning and more in the past, up to a minor opportunity to edit weapons with an alternative firemodes or so. Now we just put another step forward, as we give players the possibility to create their own unique weapons for example at the beginning of each level. First of all it's NOT just about one gun you have. You can save - based on your weapons memory and the central generator your weapon owns - different setups of a gun where you have access to at any time. Never change what the player is expecting! Each configuration has two different barrels, the already introduced generator and what we call a gadget slot (for scopes and stuff). One barrel can be used as an Ak47, MP5, shotgun etc. while the second barrel is a launcher, plasma beam and so on just to give an example. So players can customize different weapon setups based on their choice or skill, while they collect the upgrade items for their weapon as they progress into the game!

The real important thing is that players have never been given so much freedom in creation before. They can build their own weapons and their imagination is the only limit, because the variety of customization is huge! You're even able to paint it in a way you like by using even external brushes like your picture or whatever you like. In THEY players are not only the audience of the game, they are also co-creators. By creating weapons a player becomes one of the game creators. It's a real game 2.0 feeling. Additional if someone doesn’t like to have fun with the customization ability, he/she will be given a typical set of guns by using auto-tuning. In this case the game does the customization itself in predefined directions like power or shooting speed. Being an FPS games fan, ask yourself a question: how cool would it be to create your own unique weapons? In THEY you can do this. And the interface is very simple and intuitive – everyone who sees it, gets the idea immediately.
How did you get this idea of your weapon tuning system?
Well the FPS genre didn’t change so much in the past, and as we didn’t want to reinvent the wheel, we just wanted to enhance it a bit with some fresh ideas. Why not adding a feature, which is common in racing games and pure fun for almost every player? So the idea developed from players desire to be able to have the weapon of their dreams, and not just another weapon a developer is offering them grateful and that is not so much different from other games. So it is fresh, it is unique and it is fun! It is some way of Game 2.0 feature with user generated content.
THEY is playing in good old England. Why did you choose the UK?
It is in the London area, because this is the landscape, which is known to most people in the world. No other city has so many landmarks and known buildings. Everybody in each part of the world knows Big Ben, London Eye, Tower Bridge, Subway system and many other things, while Berlin, Paris or New York have not so many different known landmarks to offer. Beside that everybody, who visited London really likes the city – so why not play and act there in the future as a real hero?
Where the hell do these evil robots come from?
This is one of the main questions the player will face in the single player campaign of THEY, and it is one of the most surprising answers when you will play and continue the solo player mode. But if you like mystery series like Lost or Heroes – would you like to know the end of the overall series before even seeing the first episode? So we will not say where THEY come from, what THEY want…we only want to mention, that we NEVER said in the past, that THEY are aliens …
Will the main character fight alone, or will he receive reinforcements from time to time? If he will be accompanied, what he’ll have to do in the squad? Follow or maybe issue orders?
THEY is a first person shooter – not an always alone person shooter – expect here and there some story based events - but hey, it's Mystery FPS! You'll find out while playing the game and we don’t want to tell you all the fun upfront.

Beside the stunning single player campaign you will find a long lasting and highly motivating multiplayer part, where new game modes will be introduced beside the usual death match, team death match, capture the flag and so on.
What goals do you have for the multiplayer?
The goals for multiplayer are strictly related to the weapon customization. What we aim for is to create new cool modes and we want to achieve it by using the strengths of the weapon customization. Imagine death match where players are equipped with their own special dedicated weapons or team death match with players having unique guns so they can use their own created tactics and it all thanks to the weapon customization. Clan members would be able to paint weapons in their own style recognizable for other clans. We are also thinking about modes based on collecting weapon parts.
As the game is using consoles, which can feature Full HD - are you targeting full 1080p or 720p like most recent releases?
It's too early to say this. At the current development stage we are more focused on implementing gameplay issues on consoles, but of course we are looking forward to achieve 1080p with a good frame rate to make THEY a real experience to the audience! But if the frame rate will not fit our (and the players) expectation, we will downgrade to 720p, as we are quite sure players out there are more interested in a full frame rate, than full HD. But we work hard to feature 1080p.
Why did you decide to program your own engine? What makes your in house technology superior to a technology, which can be licensed like Unreal Engine 3?
When using an external engine we are limited to some level. Having our own engine we have full control over every single feature. We can adjust it best for our game needs and fit the technology to desired gameplay, not vice-versa. Thus it is the decision to build up THEY with our own technology.
Will the game feature physics that influence gameplay or are the physics just used to have even more eye candy?
Of course we use it not only for eye candy. Movable and destructible objects may hurt enemies and the player as well i.e. when a destroyed wall falls down on an enemy. Paths through a level may vary from each other depending on what has been destroyed by the player; of course it must be limited to some reasonable level. Dynamic environment can be used by goal oriented AI. Naturally eye candy in terms of physics is also nice and it adds a realism element.

Actually the graphics system in THEY is created in a way that allows building up levels from A to Z from destructible objects. It means that you can destroy almost all you want, not only scripted objects, but we limited the system to some reasonable levels because what would gameplay look like if you would be able to crush all environment around you? Destroy all and walk to exit? That's why buildings can be damaged, but their “frame” will stay – mostly.

Overclocked: A history of violence premieres on GamersGate


GamersGate announced today the download premiere of Overclocked: A history of violence, developed by adventure game veterans House of Tales and published by Lighthouse Interactive and DTP.

Set against the backdrop of a catastrophic thunderstorm raging over New York, Overclocked mixes frightening fictional thriller Elements with real research findings on war simulation and psychology. As a US army psychiatrist, the player is tasked with exploring the memories of several characters as he finds himself in a true psychological thriller.

Using innovative narrative structures, Overclocked charts the diffuse areas where memories and illusions, dreams and reality, perpetrators and victims meet and deals with an issue that is as topical as it is ancient: violence.



Technically, Overclocked takes the engine from The Moment of Silence to the next level with an innovative character animation system, improved facial expressions, more real-time camera movement, cinematic dialogues and lots of interaction – the results are strong visuals and an involving story. Overclocked is a political psycho-thriller with survival-horror flair that offers thrills, as well as plenty food for thought.

•Controversial and topical story
•Innovative narrative approach
•45 locations, 6 playable characters, approx. 5,000 lines of dialogue
•Densely animated pre-rendered settings
•Real-time particle FX, shadows and shader FX
•Dynamic lighting
•Facial expressions with Emotion FX 2
•Innovative dialogue system

To find out more about Overclocked: A history of violence, please go to GamersGate

The Homecoming of Silent Hill - Konami's first Silent Hill title for Xbox 360 and PLAYSTATION 3


The Homecoming of Silent Hill

Konami's first Silent Hill title for Xbox 360 and PLAYSTATION 3

Konami Digital Entertainment GmbH has announced the official title of its first Silent Hill game for PLAYSTATION 3 and Xbox 360. Entitled Silent Hill: Homecoming, the game will be released end of September this year across Europe.

The sixth installment in the classic video games series, Silent Hill: Homecoming introduces another protagonist to the mythos. The story follows Alex Shepherd, returning to his hometown of Shepherd’s Glen to investigate the sudden disappearance of his brother. From Shepherd’s Glen to Silent Hill, Alex must face the darkest of horrors in order to find his brother. Struggling with his own grip on reality, Alex must unravel the mystery behind his nightmares, discover the truth behind his brother’s disappearance, and confront the evil lurks in the seemingly empty streets of Silent Hill.

Homecoming is the first Silent Hill title for the new wave of ‘next generation’ consoles, featuring all-new graphics that bring the fear and terror of Silent Hill alive like never before. Alex must survive attacks from the misshapen denizens of the town using an all-new enhanced combat system that provides a wide array of attacks and counters. Along the way, Alex will encounter a variety of weapons to battle these horrific monsters and must also solve deadly puzzles as he uncovers the darkest secrets of Silent Hill.

Silent Hill: Homecoming also features an all-new soundtrack by acclaimed series composer Akira Yamaoka.

Commander - Europe at War demo released for download


A Unique Chance To Test Your Commanders Skills

Commander: Europe at War demo released

To give gamers a taste of Commander: Europe at War, Slitherine’s hit turn-based strategy game, a demo
has been released allowing players to enjoy a full hour of game play and test their abilities in command of
the Axis and Allied forces.

Commander: Europe at War was release in July 2007 and has been received by the specialist press as one
of the most innovative and enjoyable strategy games of the year.

Commander: Europe at War is the first in a series of high level turn based strategy games. It is being
jointly developed by Firepower Entertainment and being released through Slitherine Software’s Kameleon
Project. The first game spans WW2, allowing players to control the axis or allied forces through the entire
war in the European Theatre.

Features
• Huge hex based campaign map covering the USA to the west, Africa to the south, Scandinavia to
the north and the Ural’s to the east;
• 6 epic scenarios including the operation Barbarossa, D-Day and the Grand Campaign;
• Research over 50 inventions from 5 different technology areas;
• 12 different unit types including Armor, Destroyers and Motorized Corps, each with their own
strengths and weaknesses;
• Recruit and attach Historical Commanders to your units;
• Detailed and realistic combat that models supply, morale, terrain, leadership, equipment,
training, strategic weapons and fog of war;
• Easy to learn, hard to master game play that is the cornerstone of Slitherine game designs;
• Multiplayer via e-mail, hotseat, Internet and including optional timed turns and 7 difficulty
settings;
• Use of Osprey publishing artwork in game, a leading publisher of military history books;
• Easily modable script files that allow players to alter many aspects of gameplay including
research, unit stats, terrain effects and many more.


Download the demo from http://www.slitherine.com/files/ceaw/ceaw_demo_v1.06.exe

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Battlefield - bad Company PlayStaion 3 and Xbox 360 coming in June


SPECIAL GOLD EDITION OFFERS FANS EXCLUSIVE CONTENT AT LAUNCH

Prepare for the gold rush! This summer, the blockbuster action event of the season will not be in theatres. EA DICE, a studio of Electronic Arts today announced that Battlefield: Bad Company will ship to retail outlets on June 23. Action fans and gamers worldwide will get their chance to join the ‘B’ company on exciting, sometimes irreverent, missions that take them through deserts, cities and mountain terrain to capture the spoils of war. Players will experience the tactical, destructive power in the deep single player campaign or go online for intense multiplayer action that only the Battlefield team can deliver.

For a limited time only, gamers will be able to purchase the Gold Edition of Battlefield: Bad Company. The Gold Edition pack features exclusive content with behind-the-scenes action and strategy videos giving Battlefield: Bad Company players tricks and tips on how to own the battlefield. The Gold Edition also gives gamers early access to five unique weapons that players can take into battle. These weapons can also be unlocked after the launch of the game by ranking up to the highest level in multiplayer mode.

“Players can forget about using walls as cover as we’ve fundamentally changed the way to play shooters offline and online through the use of tactical destruction,” says Karl-Magnus Troedsson, Senior Producer for Battlefield: Bad Company. “Players will get the chance to reap the spoils of war this summer as they annihilate the enemy and search for gold in the dark, character-driven, single player storyline while returning Battlefield fans will love the intense and vehicle heavy multiplayer.”

Naruto - Ultimate Ninja Heroes 2 - The Phantom Fortress a New Era Of Handheld Fighting


'Naruto: Ultimate Ninja Heroes 2 - The Phantom Fortress' Brings New Era Of Handheld Fighting To Europe

Superior Hand Held Fighting Experience with Massive Adventure Coming to Europe in July 2008 for PSP (PlayStationPortable) System

Atari today announced the forthcoming European release of NAMCO BANDAI Games’ Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress for PSP (PlayStation Portable). The title utilizes the battle system of the PlayStation 2 Ultimate Ninja series, adding an exclusive storyline, full-blown battles with brand new jutsu and animation, and wireless multiplayer action to create a whole new Naruto adventure for PSP. Set in the Naruto universe popularised by the anime TV show currently on air across Europe, Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress is scheduled for release in July 2008.

A mysterious flying fortress has descended onto the Hidden Leaf Village. In the role of Naruto, the player must enter the fortress, uncover the hidden plot and unlock characters on the way up the 100 floors of the Phantom Fortress to ultimately defeat the enemy and unveil the explosive ending. Create teams of powerful ninja to aid you on your quest from over 20 of the most popular characters from the animated series, each with their unique Jutsu, combos and Special Techniques. The Secret Technique is a new battle system different to the special moves seen in previous Ultimate Ninja series which allows for faster, more explosive and intense action sequences unlike any other currently available on portable games. You can also power up your favourite characters to give you a winning edge in battle.



While staying faithful to the hugely popular anime, Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress boasts a completely new original adventure, plus co-op gameplay and multiplayer action. A choice of six thrilling gameplay modes ensures plenty of ninja ass-kicking battles. The deep single player MUGENJO Mode is filled with dramatic events, exciting movies and intriguing dialogue which let the player enjoy the story to the full. Other fun modes include the Naruto Points Mode for obtaining and viewing unlockable items and Wireless Battle Mode for challenging friends anytime, anywhere using the WLAN feature of PSP in six types of intense two-player battles using different team combinations.

Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress for PSP is published by NAMCO BANDAI Games Europe SAS, distributed in Europe by Atari, and scheduled for European release in July 2008.