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Tuesday, January 13, 2009

Horseland - online virtual pet online community update

horselandPopular online game announces redesign with immersive 3D world and avatars

Horseland, a popular virtual pet online community, has announced a revamped website that now includes an interactive 3D world with customizable horses and avatars.

One of the oldest online gaming communities featuring virtual pets, Horseland is loved by young and old alike from all over the world. Over the past decade, millions of players have created horses and dogs that they care for, compete with, breed, and trade. Horseland promotes an open play experience, allowing players to create their own online roles (e.g. horse trainers, breeders, home page designers) to cater to the various needs of the users in the community.

Horseland announced today the addition of an immersive virtual world where players can create customizable avatars for themselves and their horses. In this virtual world, players can ride their horses and have adventures with other members of the virtual community. Players now also have the ability to design their own 3D jumping courses and compete in jumping competitions with their horses. Additional features of the new site include a tack shop to buy items for horse and player avatars, player forums and casual games.

“Horseland is all about imagination and experiencing what it is like to own your own animal,” states Christina Johnson, General Manager of Horseland LLC. “By adding the new immersive 3D world, players can now interact with their horses and each other in a more realistic way."

About Horseland
Since its launch in 1996, Horseland (www.horseland.com) has grown into one of the most popular virtual worlds on the web. With over five million user accounts, Horseland is free to play, however, players may purchase in-game "coins" which can enhance their experience. Horseland offers two versions of the game: Horseland Jr, available for players less than 13 years old and featuring characters from the popular Horseland cartoon that is televised throughout the world, and Horseland World, which is geared toward older players and offers more realistic and complex play. Horseland is operated by Horseland LLC, a privately held company headquartered in Chicago, IL. The company has been in operation since 1995.

Free video game magazine download - online here


January is a notoriously quiet month in the gaming calendar, but that hasn't managed to keep the Thirteen1 team from getting another awesome issue of their web-zine out to you.

2009 is shaping up to be another stellar year for gaming, with a ton of top titles scheduled for release over the coming 12 months.

This month's T1 highlights the titles that you should be anticipating the most this year, telling you exactly what you need to know about each of them.

You know they're good like that, and Thirteen1 promises you'll be drooling with excitement after checking out their 2009 – A Gaming Odyssey feature!

This month's edition has also packed in the usual top-title reviews for you to read up, and spend your pennies, on in the January sales.

The reviews jump, climb and dance around Ubisoft's glorious looking Prince of Persia, kill as many songs as possible with Microsoft's Lips, rock out to Guitar Hero: World Tour and build some rather bizarre looking contraptions with Banjo and Kazooie's latest adventure from Rare, Nuts & Bolts...

..and just incase Santa wasn't good enough to you...

You can bag yourself a top-notch overclocked Gainward 9800GTX+ graphics card, courtesy of the generous people behind Runes of Magic. Just read the mag to find out how you can get hold of this post-Christmas treat.

Be sure to check out the Jan edition of Thirteen1 now!
http://www.thirteen1.com/

Zeebo download games console launched

zeeboNo consoles are launching in 2009, right? Not so. Brazilian manufacturer Tectoy, most notable outside of South America for its long partnership with Sega and official distribution of its consoles in Brazil, will be releasing an entirely original product called Zeebo.

Centered around downloadable games distributed only over a 3G wireless network, the console is designed for emerging markets, and has high-profile partners and games including Electronic Arts's FIFA, Id Software's Quake, and Namco Bandai's Tekken.

It will save its small, standard definition titles, many of which will initially be BREW mobile game ports, to the system's internal flash memory. This is intended to sidestep the issues of piracy, home internet availability, and retail distribution of game titles.

The company is 57 percent owned by Tectoy and 43 percent owned by mobile tech company and BREW creator Qualcomm. As well as the above-mentioned larger companies who will release games for the console, Zeebo is hoping to attract independent developers as well.

English info on the console is exceptionally rare so far, with no launch yet slated for North America. But there is opportunity here; the firm feels there's potential for a repeat of the indie-led App Store boom Apple is currently seeing with iPhone.

Gamasutra recently had a chance to talk to Zeebo Inc. CEO John Rizzo, who heads up the operations in North America, as follows:

What's the market for the console?

JR: For the moment, our focus is Brazil first, and then Mexico. Then, selected parts of the rest of Latin America. Then a year from now, likely China and/or India. Those are a little bit harder to figure out, because the content in China and India is likely to be very different from content in Brazil. So we need some time to figure out what the content needs to be.

We work with developers in the local countries; I could imagine a Bollywood dance game with a dance pad. That would be fantastic in India, much more sale-able than Prey. Or in China, a game that teaches English as a second language would be really cool and powerful for that market.

It takes a little longer -- and then, of course, in China there's a ban on consoles, per se, that the seven ministries of the government need to lift -- and that's going to take probably six months to a year for that to happen.

Because our business model is one where we want to get a local partner in the country and put their name brand on it as well, that means it takes a little longer to get that all squared away. So, yes, we're going to those countries as well.

It's pretty much designed for an SD set up, right? Not high definition?

JR: In fact, it's really more designed for the cheapest, most resilient TVs you can find. 

With China especially, MMOs are king. Is it possible to play with other people across the network with Zeebo?

JR: Yeah, it is technically possible, and in fact, Ultimate Chess actually is going to be offered in two versions. It will be offered in a single-player version and a two-player version.

The two-player version is over the wireless connection. The reason that is going to be relatively easy to do, is that when you are playing chess, the only thing being transmitted is the move coordinates.

So, very low data density, you can compute how many times people are going to play chess; they're going to push it three hours a day -- or how many moves they are going to make in three hours. And you can figure out how many megabytes a day you need to buy to make that happen. Then, you simply make the price of the multiplayer game large enough to cover the cost of the data.

But the problem with an MMO game is you don't really know how much traffic there is going to be. And we have to pay for the traffic. So I think we will move into that domain, which is certainly very important, as you mentioned, in China and elsewhere, but it's probably going to be a different pricing model.

Right now, we use prepaid. It might be entirely a subscription model, and the subscription model might be constrained to a certain number of hours per day of play and anything above that, there's a super pack you can buy that jacks that up.

It seems like free to play, pay for items might be a useful model.

JR: Yes. We've got to figure all that and navigate through it. The other thing that's interesting, too, for us, is that I think that there is some percentage of people... I'm not sure if it's the majority or some large percentage, that play in the middle of the night.

And if you play in the middle of the night, with a cellular-based network, the data pipe is empty anyway during the middle of the night.

So, we might be able to work some kind of deal whereby the bandwidth we buy at 2AM is a lot cheaper than the bandwidth we buy at 10PM, in which case we could offer an MMOG that has a different pricing structure, depending on what time of the day you play.

So, you're still working on the business model.

John Rizzo: The remaining thing we're trying to figure out is the business model. Because the way it works technically, right now, is that if you fill the gigabytes in flash, and you go into the UI and say "delete", it will remove the game from flash, but it will leave a tag that says you already bought it.

Let's say six months later you decided that you wanted to download it again. The only question that we are wrestling with at the moment, which we won't solve right away, is whether or not it's free when you download it again or whether we simply charge you for the air time when you download it again because we pay for the cost of the air time -- and so that's the only question we're trying to work out.

In any event, the customer won't have to pay full price, there's no doubt about that. Whether or not they pay a buck or two to download it again is still something we're trying to figure out. and from my perspective, personally, as the CEO of Zeebo, I don't think people should pay for it again, even for the air time. Because if you fill up your Flash memory, that means you've bought 40 or 50 games.

We license the right to manufacture and sell the console in Brazil to Tectoy. So, if they do want to charge somebody to do the re-download, that's within their purview.

How is your model working so far for the publishers? Will developers be able to release stuff directly on Zeebo without going through a publisher, or rather, having Zeebo as the publisher?

JR: So, the interesting nuance of this is that all these things here [displayed on the screen], these are assets that are stored server-side. And we upload them into the console in the middle of the night, and they're cached. And these basically are like banner ads.

So if a publisher comes up with a new title, they can basically place their ad, if you will, on the stage. And the way the stage works is that every click of the paddle, the cylinder [of ads] rotates and, there's four [ads] in this case... as you move through this, so it's like this continuous thing.

So, it's a way for the publisher to directly market to the customer. Over time, as we get enough of an installed base, we might actually consider charging publishers for that access, but you could put videos here, you could put a GIF, you could put bitmaps and stuff...

I figured there would also be a clearer text-based list.

JR: Yeah, at some point, yes. Until there's a huge number of titles, we try to make it more graphically rich. But in this case there's cover art, and then you can sort by [headings such as] favorites, new, genre, and stuff. And then, this is a scroll up and down.

When you click on one you get the game description. In this case, this is just [dummy text] in, but the cover, in this case, the parental rating in Brazil, which is required by Brazilian law, and then the number of points required.

If you don't have enough points when you try to buy it, it will say, "Do you want to refill your console?" and you can do that by buying more points with a credit card, that we call a "scratch card". And then you use the joypad to key stuff in to the virtual keyboard.

In the future, we could plug the keyboard into the back, a USB keyboard, and then the publishers themselves, if they want to have a custom store, we could create a custom store that's made for them.

Can you multitask while the system downloads a game?

JR: No, the current limitation, [the system's] fully loaded, it fully occupies [the system, during] most of the downloads. But if you happen to pull the power during the middle of a download, it automatically recovers, so there's no issue with that.

And then, it's like [Amazon digital reader] Kindle. The wireless plan is built in, you don't actually subscribe to a plan, you don't know that a plan exists, the number of points effectively covers the cost of the download as well, and you end up paying for that. Everything is secure.

But to answer your question on the publishers' side... Either we've got a signed agreement in 80 percent of the cases, or a handshake agreement when we just won't do the contract now, [with] six of the top 10 publishers, and if a publisher wants to have us be the publisher, we can do that as well.

If a developer wanted to go directly to you, they could?

JR: Exactly.

I assume, starting out, it is mostly going to be mobile ports.

JR: Good question, good point. That's what we thought. [laughs] In fact, when we started the company we said, "Hey, there's lots of mobile games out there and they are easy to port, and let's do that."

What we discovered is that most of the sources we went to said, "Yeah, we can do that, but what we would rather do is take console content and port it down in Zeebo, because the gameplay experience and the graphics are richer."

So I would say in 60 to 70 percent of the cases it's more console content. If for example, you take the FIFA game from EA, that's an interesting port because a part of it was taken from mobile content. And then the voiceovers, we took from the PC.

In the case of Tekken, would that be a PlayStation port, or is that mobile?

JR: It's not a mobile port, I know that. But I don't know if it's PlayStation or some other platform.

I'm wondering how easy it is to strip down to this architecture, depending on what the time is.

JR: I'll give you a couple examples. In the case of the chess game, Ultimate Chess, it is strictly from a [Glu mobile] BREW port. That took four months. Quake, which was strictly a port from the PC, took about six months.

Some of these other games -- like Prey Evil, I think, is taking seven months, maybe. So I think the best case is three months, the worst case is like nine months. That's reasonably fast.

It's slightly longer than I thought it would be. But I don't actually know what the chipset and the SDK are like.

JR: It's just like BREW. Part of the reason for it, the length of the time here, so far, has been that we really didn't release an SDK to developers until June 1st. And the SDK that we released June 1st really didn't become completely stable and bulletproof until September 1st. So I think the titles starting today are going to be faster, I believe.

Are you encouraging original development over ports, or are you going more for name recognition?

JR: I think at the moment we have enough of the publishers and other brand name titles in the queue that, as we enter into 2009, we are going to start shifting into more originally authored, independent titles.

There is a possibility this becomes like the iPod Touch and the iPhone, where you get people that have never really developed before do so because they can reach a huge market and because the marketing cost is virtually nil. So we hope that's the case.

Full post on Gamasutra here...


Ubisoft announce Call of Juarez - Bound in Blood video game

Juarez - Bound in Blood
New Game is a Prequel to the Successful Wild West Shooter

Call of Juarez: Bound in Blood for the Xbox 360 video game and entertainment system from Microsoft, PLAYSTATION 3 computer entertainment system and Windows PC in 2009. Ubisoft is again teaming with Techland to develop Call of Juarez: Bound in Blood, a prequel to the action shooter Call of Juarez.


“Call of Juarez was well received by gamers and critics,” said John Parkes, Marketing Director at Ubisoft EMEA. “We’re confident this new collaboration with Techland will bring an even bigger and better adventure to fans of shooters and the lawless Wild West.”


Call of Juarez: Bound in Blood transports players from a ravaged Civil War-era Georgia to the Aztec ruins of Mexico. In the wildest West ever depicted, players can embody both McCall brothers in an intense storyline full of greed, lust and lawlessness.

Bruce Springsteen makes Guitar Hero debut with brand new track 'my lucky day' and classic hit 'born to run'

bruce springsteen guitar hero
Guitar Hero World Tour to Debut Exclusive Bruce Springsteen and the E Street Band Tracks as Downloadable Content Day and Date with Release of New Album, Working on a Dream

Bruce Springsteen will make his videogame debut on January 27, 2009, with two downloadable songs available exclusively in Activision Guitar Hero World Tour.

Coinciding with the release of his new album, Working on a Dream (Columbia Records), the two-song Track Pack will be available for download simultaneously with the album’s release on January 27, 2009. The Track Pack, which features the iconic Springsteen song “Born to Run” and “My Lucky Day,” a brand-new track off his new album, Working on a Dream, will be free to download during the first week of the album’s release.

“Bruce Springsteen has been a defining force in Rock ‘n Roll and we are incredibly excited to have him make his video game debut with Guitar Hero World Tour,” said Robert Kotick, CEO of Activision Blizzard.

Springsteen’s longtime manager Jon Landau said, “Activision has been a leader in getting music to the public in new ways and we are very happy to have them making these two songs available to their audience.”

The Bruce Springsteen Track Pack will be available on Xbox LIVE® Marketplace for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®Store for the PLAYSTATION®3 computer entertainment system and as singles for Wii™ for free between January 27, 2009, and February 4, 2009. Starting February 5, 2009, the Track Pack will be available on Xbox 360 for 320 Microsoft Points, on the PLAYSTATION 3 system (UK pricing TBC) and as singles on Wii™ for 200 Wii Points each.

RockStar 09 open for entries

rockstar 09
Major Major are likely to remember the day they filled in the application form for RockStar 08. Since winning the competition back in September they've supported Franz Ferdinand and the Ting Tings in front of 4,000 people at the legendary Pilton Equinox Party, spent time recording at Peter Gabriel's renowned Real World Studios and seen their name up in lights as the first confirmed act for Glastonbury 2009.

Next year RockStar 09 will offer these incredible opportunities to another group of unsigned artists and bands. They'll pit themselves against each other in a bid to impress some of the most influential people in the music industry. Of course, they'll hope to emulate last year's talented four-piece from Liverpool.

Conor Clarke, Major Major's front man, said: “It's amazing to be the first band confirmed for Glastonbury next year. The RockStar gigs were immense and the competition has, put simply, changed our lives - there's absolutely no question of that.”

RockStar 09 is open to any and all unsigned bands/performers and will take place in the legendary village of Pilton, the home of the festival and the spiritual home of many of the greatest music legends.
It all kicks off after 24 bands have been selected by an experienced panel of judges to take part in the live heats.

These heats will take place over four shows in May 2009 (15th & 16th and 29th & 30th May) at Pilton Working Men's Club where the bands will compete to try and impress the judges to get through to the live final on the 1st of August 2009.

The RockStar 09 winner will be the first confirmed act for Glastonbury 2010. They'll also get to spend valuable recording time at Peter Gabriel's Real World Studios, as well as play a full set at Michael Eavis' Pilton Equinox party on 19th September 2009 where several thousand dedicated music fans party the night away at his home, Worthy Farm.

A spokesperson for Real World studios added: “We are eager to hear and see some of the undiscovered rock talent the UK has to offer in 2009. We were thrilled to be so heavily involved in RockStar 08, the standard of the finalists was phenomenal, and this year? …Well, let's just say we're all very excited!”

The competition is open to all, bands, solo artists, young and old, the only criteria is to be unsigned. Entries must be in before the closing date on 1st of March 2009.
To enter bands and artists must download and complete the entry form, available at http://www.rockstarbands.co.uk/5/09news.html and send a clear recording, of no less than 2 tracks, of themselves/their band playing to:

RockStar 08, PO Box 4249, Glastonbury, Somerset, BA6 8UU.
Further information and terms and conditions can also be found on the PDF form or you can email info@rockstarbands.com with any additional questions.



Free-to-play FlyFF - Fly for Fun - Snow event announced

flyff game

Celebrate winter with the gPotato team with a frosty event in the free-to-play MMORPG Flyff!

Players of the free-to-play MMORPG Flyff (Flyff for Fun) have a treat in store for them this month. After a fantastic response to our Christmas events, a brand new mission awaits players in-game between the 13th and 19th of January. The event, organised by the gPotato team gives players a series of quests to save Winter from a terrible threat.

From the 13th to the 19th of January, Flarine City hosts a special guest: the Winter God, and he needs players help! The monsters of Madrigal have kidnapped his servants and he can’t put the key elements of magic and snow that make Christmas without them. Players will therefore have to find the Fairies and Snow Crystals scattered throughout the Flyff world and return them to him.

flyff game

There are plenty of in-game rewards up for grabs for players who complete these quests, including some brilliant items which will allow them to temporarily increase their combat abilities and defensive skills. For those players who find all Winter God’s servants, a special reward can be found in the skies of Flarine.

By organising regular in-game events for the FlyFF community, the gPotato team hopes to offer a vibrant and constantly evolving environment for players of all levels. To create a strong community spirit and meet players expectations, lots of activities and events are coming to 2009.

Please find enclosed the exclusive screenshots of the special Flyf Winter event. For additional information, please visit the official website http://flyff.gpotato.eu

About Flyff

FlyFF: Fly for Fun is a free-to play MMORPG featuring a “manga-ish” atmosphere and is operated in French and German by Gala Networks Europe Ltd. Become an adventurer and discover the world of Madrigal, flying above hordes of monsters and resolving intriguing mysteries. On more than 120 levels, FlyFF offers players a diverse and thrilling adventure, allowing them to fly freely on a brush or a magical hoverboard! For more information, please visit the official FlyFF website at the following address: http://flyff.gpotato.eu.

FIFA Interactive World Cup champion officially crowned at FIFA World Player Gala


Record numbers already signed up for FIFA Interactive World Cup 2009. Barcelona confirmed as venue for 2009 competition grand final in May.


FIFA, the world’s governing body of football, Electronic Arts and Sony today announced that Alfonso Ramos, the FIFA Interactive World Cup 2008 Champion, has received his official winner’s trophy at the FIFA World Player Gala in Zurich. Ramos was joined by some of the world’s greatest footballers, including Cristiano Ronaldo and Fernando Torres at the star-studded event which also saw Cristiano Ronaldo crowned the 2008 FIFA World Player of the Year.


The FIFA Interactive World Cup (FIWC) 2009 has received a record number of entrants with around 320,000 competitors already signed up to compete in this year’s competition. The FIWC has become one of the largest and fastest growing sports gaming competitions in the world with players from around the globe battling it out on EA SPORTS FIFA 09 for PLAYSTATION 3 (PS3) in a bid to be crowned the best virtual footballer in the world and receive the $20,000 1st place prize. For anyone who thinks they’ve got what it takes, there is still time ahead of 31st March to enter and show the world what you’re made of, so get registered and start laying your claim to the crown.

FIFA, EA and SCEE have also announced that the FIWC 09 grand final in May will take place in Barcelona, one of the world’s greatest football cities. The glamorous grand final marks the culmination of months of qualifying rounds currently taking place both online via the PlayStation Network and at FIWC 09 Live Qualifier Events around the globe, in countries including Australia, Brazil, UK, Germany, France, Italy, South Africa and the US.

“We got involved in the FIFA Interactive World Cup with the intention of creating an iconic gaming competition, but to achieve the huge increase in competitors that we have seen this year is something that exceeds even our most optimistic predictions”, said Darren Carter, Vice President for Brand and Consumer Marketing, SCEE. “Everything about the FIWC this year is bigger and better and to see so many competing online on PlayStation Network really highlights how PlayStation has grown along with the tournament. We can’t wait to welcome the best virtual footballers to Barcelona, Spain.”

“We are extremely proud to once again be supporting the FIWC alongside FIFA and Sony Computer Entertainment”, said Matt Bilbey, Vice President International Marketing, EA SPORTS. “We believe that FIFA 09 is our best ever football title and we are delighted to see so many gamers battling it out in the game both online and at physical qualifying events around the world. The FIWC has grown over the years to become a truly global gaming competition which captures the heart and spirit of football and gaming and we look forward to crowning this year’s victor at the grand final in May.”

Details about the live qualifier events near you will be made available over the coming weeks at www.FIFA.com/FIWC, so check in regularly to keep your fingers on the pulse of the FIFA Interactive World Cup 2009.

Racing Simulator game - GTR 2

Racing Simulator game - GTR 2
Leading PC digital distribution platform GamersGate announced today that they exclusively have GTR 2 in there catalogue and it is available for direct download on http://www.gamersgate.com.

Simbin AB finds it very exciting to finally launch there highly ranked game GTR 2 on the digital platform GamersGate.com.

GTR 2 is the successor to the international award-winning racing simulation GTR accurately represents the challenges of Motorsport racing. The detailed, photo-realistic depiction of these powerful cars and beautiful circuits, thanks to the latest graphics technology, and the enhanced driving model will make your adrenaline rise in one of more than one hundred HP-beasts.

Beginners can start with the driving school where they are taught the basics of race driving by a professional instructor. Thanks to dynamic day, night and weather changes and an impressive damage system, the races of the exciting FIA GT series become a thrilling gaming experience.

To find out more about GTR2 on GamersGate, please go to: http://www.gamersgate.com/?page=product&what=view&sku=DD-GTR2

FIFA 9 tops UK video game chart for 10th January 2009

1 FIFA 09 EA SPORTS
2 CALL OF DUTY: WORLD AT WAR ACTIVISION
3 NEED FOR SPEED: UNDERCOVER EA GAMES
4 WII FIT NINTENDO
5 WII PLAY NINTENDO

6 GUITAR HERO: WORLD TOUR REDOCTANE
7 MARIO & SONIC AT THE OLYMPIC GAMES SEGA
8 QUANTUM OF SOLACE ACTIVISION
9 LEGO INDIANA JONES: ORIGINAL ADVENTURES LUCASARTS
10 MARIO KART WII NINTENDO
11 CARNIVAL: FUNFAIR GAMES 2KPLAY
12 FAR CRY 2 UBISOFT
13 DR KAWASHIMA'S BRAIN TRAINING NINTENDO
14 FALLOUT 3 BETHESDA SOFTWORKS
15 GEARS OF WAR 2 MICROSOFT
16 GUITAR HERO III: LEGENDS OF ROCK REDOCTANE
17 100 CLASSIC BOOK COLLECTION NINTENDO
18 LEGO BATMAN: THE VIDEOGAME WARNER BROS. INTERACTIVE
19 SONIC UNLEASHED SEGA
20 PRINCE OF PERSIA UBISOFT