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Friday, October 31, 2008

Shaun White Snowboarding Road Trip Mountain Locations Q&A


Q. Can you tell us about the game’s mountain locations?
A. One of the things that’s so powerful about Snowboarding as a sport is that it’s a real ‘pick up and go’ experience and there are phenomenal locations all over the world that people are making great films and pushing the boundaries. So in that sense, it was really difficult for us to try and focus our attention on just a few. For the real road trip experience though, we wanted to make sure that we would break boundaries for players and give them a chance to board in hot locations that are out of reach for all but a few. We also wanted to pick locations that had a really unique local feel through the mountain shapes, environmental style and cultural objects, although we tended to have a bit of fun with the latter.

Q. What are some differences in the gameplay between each location?
A. Through these existing differences in our locations, we then built our events for each mountain around the spaces themselves. For example, in Canada, players are going to find a lot of rugged outdoor beauty, long gentle slopes but with enough man-made jumps and obstacles to keep them on their toes. Canada’s a great place to hone your skills, challenge yourself and look for new paths that will push your last time. Compare that to Chile, where we look at the openness of the mountain and the beauty of nature from a much more angular and, frankly, frightening fashion. The mountains are steeper, the obstacles are natural and the surroundings are harsh and unforgiving. Players have to find ways to work with the mountain’s own lines or they’re going to have a lot more trouble finding their way down. In other locations like Japan and Park City, we move towards a more technical style of boarding and give players a setup that allows them to push themselves to the limit in an environment that was crafted specifically for competition. This is where players are going to find half pipes, rails, big air events and all of the really crazy stuff that you see on TV and say, “they have to be out of their MINDS!” We want to make sure everyone gets a chance to experience that without having to knock out all of their teeth. Between the extremes of technical and big mountain we’ve got the Alps which we’ve built as the more traditional competitive setting. This is the place to go when you want to test your skills directly against AI opponents or, better yet, your buddies…


Q. What are some of your favorite areas to ride in?
A. This has been one of the most amazing things about working on the project. As we built the game we really assumed that we would eventually get tired of playing the maps or that at very least we would ‘cap out’ on our skill level. Neither has turned out to be the case. I keep having a blast on the game every time I play and frequently have to be reminded when I’m demoing to get off and let the people who are supposed to be there to see it have a turn. My scores continue to improve both on the Wii Remote and the Balance Board as I learn new lines to take down the mountain and as I get physically better at maintaining my balance and pushing into jumps at the right moment. That said, from the first time I saw them, I’ve been addicted to the different half pipe levels in the game. To me they’re just such an over the top physical challenge on the balance board and that’s just a completely new thing to me from a design perspective. The rivalry between Antoine Guignard, the game’s producer and I was pretty heated at E3 until he finally defeated me badly enough that I just had to give up. I’m still practicing for a rematch, its full-on Rocky in my basement right now.
Q. Can you give us some examples of the types of maps and challenges the player will face in the game?
A. There’s a lot. We wanted players to have a wide variety of different events to choose from as they went through the game, but more importantly we wanted to make sure that every event would be someone’s favorite event. We’ve got everything from straight races against time to big air events that challenge the player to score as many trick points as possible. There are environmental events that encourage the player to explore the space more fully by picking up garbage off the course, slalom events that combine speed and maneuverability, multiple forms of half pipe event, events that challenge the player to score as many points as possible within a given time and much more. I think more important than this though is that every event in the game is open-ended. What this means is that after you complete any course in the game, you can keep coming back to push yourself harder and harder to beat your old score. This is where the major value of the game has been for me with my friends at home.

Answers by Trent Ward, Creative Director

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Shaun White Road Trip video game - Q&A

shaun white snowboarding
Q. Can you give us a summary of the game’s storyline?
A. You and your friends travel the world trying to hook up with Shaun who’s plans to go on a snowboarding road trip with you were foiled by last minute obligations. You follow Shaun’s path from Canada to Chile and eventually in the Alps, Japan and the U.S. trying to meet up with him, which you eventually do. Along the way you meet knew friends who have in their own way something to bring to the road trip. As a rider, each friend contributes in his own way to your growth as a snowboarder. In the end you realise snowboarding is more than just riding down the mountain. It is about friendship and sharing the life of a snowboarder with others.
Q. What were you going for in the character’s design?
A. We really wanted to have a good variety of characters that would visually differ from each other. It was really important since we wanted to have entirely different personalities for each of them. Also, we did not want to use real people. We could have simply taken some of the real pro snowboarders out there and tried to caricaturize them to our style, but it would have made our characters less authentic. When I write for characters, I prefer creating my own rather than trying to shape a personality around a real person’s. It is more creative and way more fun.
Q. Can you explain the emails and mementos?
A. Our game being a snowboarding road trip, we were thinking of ways for the player to identify himself as a pro snowboarder on the road. Since today’s riders often use cell phones and personal laptops to communicate with friends and loved ones, or for professional use, we thought adding an e-mail feature would enhance sensation that you are really out there, and that people are trying to get a hold on you, wherever you are. So that was it for the emails. For the mementos, it was a way to reward the player but also to give him a few souvenirs of his road trip. Just like some people apply stickers of places they’ve been to on their luggage, most snowboarders love to keep souvenirs as well.

Q. We’ve seen pictures of your character’s vehicles evolving in the game. Can you go into detail on this?
A. We start the road trip with an old beaten-up Van and with only two characters, but as you explore the world looking for Shaun, you meet more friends who join the road trip. With more and more friends joining, you need a bigger vehicle to hold that many people, so we had to come up with various ideas and concepts to find the right ride for the right country, and for the right amount of characters. I’m happy with the final vehicles and how they turned out to be. The team has worked extra hard to try to bring not only what was needed in the game but also to bring some elements of humour and personal touches here and there. It was a really fun project to work on and I hope people will appreciate it.

Answered by Mario Galardo, Script Writer

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X-Blades - Fan Art competition winners

xblades fan art
The Jury of the “X-Blades” Fan Art Competition (prizes up to 10,000 dollars), couldn't believe their eyes when they looked at the entries. The call we put out to design artistic outfits for Ayumi, the heroine of the Anime action game, was answered from all over the world... and how! We got stacks of brilliant artistic interpretations from places like North America, Japan and of course Europe!

At the end of October, the three winners were selected - and what a task that was! 3,000, 2,000 and 1,000 dollars were awarded to the 1st 2nd and 3rd places. First place goes to Konrad Beiskammer from Austria followed by Toshinori Kihara from Japan and Jasmine Kong from Canada.

Of course there were other prizes too - money and great gifts were awarded to the best runners-up - AND most of the entries will be printed in a high-quality "X-Blades" artbook, which will include the Royal Edition. Take a look at samples of the work of art in the fanart area at www.x-blades.com.

WWII General Commander Operation - Watch on the rhine download from Nov 11th

world war II general
The long awaited game “WWII: General Commander” on sale November 10. The game will be available for digital download in the new reference wargamer web STRAGAMES.COM.

With the exclusive and brilliant multiplayer mode supported by the best war room meeting place, forums, wikis-AAR and more, the Games GI teams in collaboration with Stragames.com have developed a new concept of Operational Real Time Strategy Game, a full, intensive and truly historical simulation of WWII combat. You have all the game information at our game web hosted by www.stragames.com. Tutorials, videos and access to our e-store are available…

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New Lord of the Rings video game - Conquest early 2009

The Highly Anticipated The Lord of the Rings: Conquest Storms Retailers January 2009

Pandemic Studios, a division of Electronic Arts announced today that The Lord of the Rings: Conquest for the Xbox 360 video game and entertainment system, PLAYSTATION 3 computer entertainment system, PC and Nintendo DS platforms, will ship January 9, 2009 internationally and January 13, 2009 in the U.S.

In a partnership with New Line Cinema and The Saul Zaentz Company, The Lord of the Rings: Conquest is an action-packed game created by the same Pandemic Studios team behind the best-selling Star Wars Battlefront and Star Wars Battlefront II titles. Set in “The Lord of the Rings” universe of J.R.R. Tolkien as depicted by the Academy Award-winning films, players will finally fight the entirety of these epic battles any way they want. In addition to crusading as the heroic forces of good, for the first time ever in a ‘The Lord of the Rings’ action title they’ll conquer Middle-earth while playing as the legions of Sauron’s evil army, including Cave-trolls, Oliphaunts, the Balrog and Sauron himself.

lord of the ring conquest

“We have been working hard to create a ‘The Lords of the Rings’ experience like no other,” says Andrew Goldman, Pandemic Studios co-founder and general manager. “’And we are excited to finally confirm the launch of The Lord of the Rings: Conquest to ‘The Lord of the Rings’ and Star Wars Battlefront fans alike.”

“Players will finally be able to fight through Middle-earth along the frontlines of good or evil,” says Josh Resnick, co-founder and general manager at Pandemic Studios. “And what ‘The Lord of the Rings’ fan hasn’t fantasized about joining Sauron’s army to slay Hobbits?”

Fans of The Lord of the Rings universe can also participate in a Battle for the Ring community program. The social network offers activities for members to virtually fight against good or evil and earn temporary ownership of the Ring.

Sacred 2 Fallen Angel video game - video

Burn Zombie Burn! video game official website goes live

burn zombie burn
Zombies everywhere moan


Following on from its unveiling last week, those mad scientists at Pinnacle Software and developer Doublesix are excited to announce that the official website to Burn Zombie Burn! is opening its virtual crypt doors today at www.burnzombieburn.com. IT’S ALIVE!! (Age restrictions apply)
Leading up to its release in the first quarter of 2009, the official website is the primary resource for keeping up to date on all things related to Burn Zombie Burn! Wonderfully animated in keeping with the look and feel of the game, the website features sections on the cast of colourful characters including those oh-so charismatic zombies, layouts of all the playable levels, the array of zombie hurtin’ weapons available to play with, as well as in-game screenshots and trailers with exciting additions being regularly made up until the release of the game.
About Burn Zombie Burn!

Releasing on PlayStationNetwork in early Q1 2009, Burn Zombie Burn! is an addictive and charismatic arcade shooter bearing the ‘just one more go’ hallmark that defines all of the great games in the genre. Set across six classic American horror movie inspired levels, you play as Bruce – an average every-day Joe who was looking forward to some ‘quality time’ with his girlfriend Daisy. In true B-movie style their Saturday night is ruined by an invasion of zombies.

The aim of the game couldn’t be simpler; shoot, burn and blow up as many brain munching zombies as possible using a variety of classic zombie killing weapons before they overwhelm you. Use fire to build up your multiplier and then destroy zombies en masse with explosives to increase that oh-so-important leaderboard high score. But beware! A burning zombie is a faster zombie – burn too many and they will burn you!

Burn Zombie Burn! is frantic, arcade gaming at its best, delivering humour and bloody zombie violence in copious amounts!

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Crash Bandicoot Mind over Mutant video game

crash bandicoot
Crash Mind Over Mutant, is now available from UK retailers. Developed by Radical Entertainment, Crash: Mind Over Mutant is rated “7+” by the PEGI and is available on the Xbox 360 video game and entertainment system from Microsoft, Nintendo Wii home video game system, Nintendo DS, PlayStation 2 computer entertainment system and PSP (PlayStationPortable) system.

In the deepest Crash adventure yet, Crash: Mind Over Mutant arms players with new features, including the ability not only to control enemies once they are ‘jacked,’ but to store the mutants in Crash’s pocket, upgrade them and utilise their unique powers. Players can also roam through Wumpa Island in a two-player cooperative mode with Crash’s sister Coco.
“Crash Bandicoot is one of the best loved characters in video games – we’re excited to bring him to next-gen and feature co-op play for the first time in this all-new adventure,” said David Pokress, head of marketing for owned IPs, Activision, Inc. “Crash: Mind Over Mutant is a family-friendly title that captures the humour and charm of Crash Bandicoot, along with all his hilarious antics that will keep both kids and parents entertained this holiday season.”
In Crash: Mind Over Mutant, a rejuvenated Neo Cortex is taking over the world one brain at a time! Cortex and N. Brio devise a new kind of evil – a text-messaging, do-anything device that controls both mutant and bandicoot minds. The “free-romping” experience allows players to voyage and explore through intersecting worlds, giving them a new game play experience depending on which mutant Crash stores in his pocket for the ride. Armed with his quick-wits and lightening agility, Crash must free his friends, the titans and save the day!



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Fix for Moto GP PC video game loading problem


Capcom regrets to inform consumers who have recently purchased the PC version of MotoGP 08 that we have just identified a technical issue with the PC version of the game. This issue only happens with MotoGP 08 PC when installing the game to a custom location on a hard drive; This issue does not affect the default installation, as it only occurs when the destination location has been changed.
To avoid this problem, please do not use the custom installation option to change the destination location for the game.
When the MotoGP 08 InstallShield Wizard reaches the step labeled “Choose Destination Location”, the default installation directory will be displayed (“C:\Program Files\Capcom\MotoGP 08”). Select “Next” to continue to the next step. Do not press the “Change” button.

In the next few days, Capcom will be releasing a patch for MotoGP 08 that will correct this issue. We regret any inconvenience that this may have caused our MotoGP community.

Battlefield Bad Company video game four free maps to download

battlefield bad company
Battlefield: Bad Company players can download the ‘Community Choice Map Pack’ via PlayStation Update starting today and via Xbox LIVE Marketplace starting tomorrow. Included in this pack are four brand new conquest multiplayer maps, gameplay enhancements and PlayStation 3 Trophy support – all for free!
Previously, players had the chance to vote on which two single-player levels they wanted to see as multiplayer maps and Par for the Course and Acta Non Verba won with the most community votes. The other two maps available were selected by the Bad Company development team which includes Ghost Town and Crossing Over, coinciding with the community’s No3 and No4 choice.
Battlefield: Bad Company delivers a deep single-player campaign loaded with dark humor, intense combat and deafening destruction. Players take on the role of Preston Marlowe, a young soldier whose antics land him in the division with the highest mortality rate alongside other troublemakers Sarge, Haggard and Sweetwater. Released on June 25 in North America and on June 27 in Europe, Bad Company is available on the PLAYSTATION 3 computer entertainment system and the Xbox 360 videogame and entertainment system.