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Wednesday, January 28, 2009

New trailer for Elite Forces - Unit 77 released

New trailer for Elite Forces: Unit 77 released by Gammick Entertainment

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Gammick released a new trailer for the game Elite Forces: Unit 77 presenting the action packed, squad-based game play of this title for Nintendo DS.

In Elite Forces: Unit 77 a series of mysterious disappearances of high profile personalities from the worlds of science, industry and entertainment reveal a horrific global terrorist threat. With the clock running and the lives of the hostages and millions of others in danger, the international community’s last hope lies with an extremely covert and highly specialized military team: Unit 77. Made up four professionals who are the best in the world at what they do, Unit 77 must combine skills to stop massive world destruction by the hands of terrorists.

Elite Forces: Unit 77 for Nintendo DS is a game of action and strategy in which the player must strategically use the abilities of all four members of Unit 77 and they are: Bill "The Drill" Matic technology specialist and legendary hacker; Kendra Chase, ex-government black-ops agent and the most accurate sniper on Earth; TK Richter, jet pilot and explosives expert, and Dag Hammer, a hulking heavy artillery soldier capable of incredible physical feats.

The group must infiltrate the bases where terrorists hold the famous hostages, each base set up in one of the most treacherous and remote places on Earth. Unit 77 must battle their way through inhospitable jungles, scorching deserts and endure harsh and deadly arctic conditions as they fight to rescue the hostages and defeat the terrorists.

The countdown has begun, and it’s time for the few and the brave. Will you become a ter-rorist’s victim or do you have what it takes to be on the team of Elite Forces?

The game is expected to be released in the first quarter of 2009.

Street Fighter IV Arcade Machine UK Tour

Street Fighter IVPlay Street Fighter IV And Win Exclusive Merchandise

Capcom, a leading worldwide developer and publisher of videogames, can today announce a whirlwind Street Fighter IV tour of locations up and down the UK, allowing gamers a chance to sample the greatest fighting game of all time in its original form ahead of the console release, and potentially win some exclusive Street Fighter IV merchandise.

Starting in Edinburgh, the machines will sweep down into England crushing all other games that fall before them. The tour is expected to continue beyond release, with further dates to be added, but the current dates and locations are as follows –

29th January – 1st of February
Edinburgh’s Gamestation on Princes Street (EH2 4AH)

5th February – 8th February
Sheffield’s Gamestation in Meadowhall Shopping Centre (S9 1ER)

19th February – 22nd February
London’s HMV in Oxford St

26th February – 1st March
Birmingham’s Gamestation on New St (B2 4NS)

5th March – 8th March
Hull’s Gamestation in Prospect Centre (HU2 8PW)

Street Fighter IV is set for release on February 20th on PS3 and Xbox 360.

First Ghostbusters developers diaries - Origin and the making of part 1


It Begins

So he looks across the conference table over his impressive beard at us. Pauses. Then he says, “It’s Ghostbusters. We’re going to make a Ghostbusters game. The first really good one.”

And the other one, who for the first time since we met has paused talking for almost two consecutive minutes, adds this: “And we think you’re the right guys do it. You up for it?”

Nobody says anything for a long time. They think that after all the buildup and mystery maybe we’re disappointed, that maybe we’re trying to assess the fastest way of out of the room. But that’s not the case. The fact is that Brendan is sitting in stunned silence and I’m just trying to keep from swallowing my tongue. Mark Randel (Terminal Reality President & Chief Technologist) is taking it better: he’s just near-catatonic.

It was January 2006. We arrived at the publisher forty minutes ago, one of a few stops on a tour to show off our Infernal Engine next-gen technology demo and an original game IP we’d been developing (‘the publisher’ at this time being Vivendi, before Atari took over the title in 2008: look up ‘Activision Blizzard merger’ on Wikipedia for more info). In addition to cutting-edge lighting, materials, and rendering, the tech demo depicted squad gameplay action, heavy emphasis on chaotic environmental destruction, and extremely realistic physical interaction.

It was the massive destruction is what really got their attention. Seriously: fiery explosions & debris will get your foot in any door.

Vivendi Executive Producers John Melchior (tall, quietly fast-talking, awesome), and Pete Wanat (beard & soda also awesome) introduced themselves and let us know immediately that they were the two most hated men at this publisher. John O’Keefe (Terminal Studio Director) asked if maybe there was someone else there we could talk to.
They watched our demo politely, exchanged mysterious raised eyebrows, asked a few pointed questions, and then left for a private discussion in the hall.

When they came back they seemed to have agreed on something. They told us they’d been working on developing a movie license IP. Brendan Goss (Terminal Reality Executive Producer) shot a look my way: Uh-oh. Here we go again. But this was a really big one, they continued: a really great one. And it wasn’t tied to an upcoming theater release in less than twelve months.

Then they dropped the G-bomb.

There it was, out in the open. Ghostbusters. Maybe one of the greatest movies made. Definitely one of the funniest. We were getting a crack at it. To say we were thrilled is a lazy understatement. Pleasantly electrified is closer to the truth. It wasn’t until later, after the shock wore off some, when we realized the depth of the responsibility we had staked ourselves to when we finally stammered, “Y-yes! Of course we’ll do it!”

Stars Align

The Ghostbusters game finally happened as the result of a fairly rarefied confluence of elements, a sort of Hollywood fairy tale.

Sony Pictures Consumer Products (Mark Caplan & Keith Hargrove) knew that the time was ripe for a Ghostbusters revival, and wanted to wrap it around a centerpiece game. Sony felt that game technology had finally arrived and were looking for a developer with the right mix of passion and skills to do the project correctly. First, Sony knew they needed to do two things: 1. Make sure all IP holders—which includes the director, three of the original Ghostbusters stars, and Sony Pictures itself—would be totally on board; and 2. Find a publisher that could make the game happen with as much of the original talent involved, as possible (i.e. the Ghostbusters).

Across town at the publisher, John and Pete had been talking about doing a GB game for quite a while, and had started talking to the owners of the property. They were also trying to sell their own upper management on the concept. Some reluctance is certainly understandable. The reason we jumped at the chance was the same reason the finance people were shy: a major movie-license game that’s not actually attached to a theatrical release can be a tough sell. There’s no built-in multi-million-dollar studio-financed marketing campaign. With a high-profile title, securing the license can be very expensive, especially when that license is one of the highest-grossing and most beloved films of all times (market research by Vivendi revealed that the enduring ‘no-ghost’ logo ranks just behind Coca-Cola and the Nike Swoosh stripe in order of worldwide recognition). Securing the talent can be both cost-prohibitive, if not impossible to do: Murray, Aykroyd, Ramis, and Reitman haven’t worked as a group for years, and each has his own successful career to manage.

In the meantime, Dan Aykroyd had been trying to get a Ghostbusters film sequel off the ground for years, but was having a hard time reassembling the cast and generating studio interest. He had decided that a CG-animated movie would be the best way to go, since the GB III script called for a daunting budget if shot practically. A few voice-acting sessions would require a much smaller time commitment from the cast. And the now almost-sixty-year old principals wouldn’t have to strap those brutally heavy proton packs back on and run through NYC streets. So, from his perspective, moving to a game format for a true sequel wasn’t too big a leap for him.

The three sides found one other and liked what each was bringing to the table. They worked on pulling the rest of the group back together. And the snowball starts to roll. We jumped on as soon as we could.

UFO - Afterlight PC patch 1.7. released

Afterlight1C Publishing EU, ALTAR Games and IDEA Games are pleased to announce the latest improvement to squad based strategy game UFO: Afterlight. Over two years from the original release of the PC game UFO: Afterlight, the developer’s continue to support their dedicated fan community with game updates and gameplay optimizations. Amongst other things, the UFO: Afterlight 1.7 update includes an application which allows the user to change the game’s language. You can download the patch from
http://www.ufo-afterlight.com/pages/support.html#patch_1.7

The UFO: Afterlight 1.7 update includes the following:
This patch supports the following language versions: English, French, German, Russian, Spanish, Hungarian, Czech, Polish, Italian & Chinese.
This patch adds an application called Localization Pack Manager which can be used to change the game's language.
It is recommended to start a new game when upgrading from v1.5 or any earlier version of UFO:AL.

CHANGES IN VERSION 1.7.
Fixed:
Add-on duplication bug.
Expedition Commander and Expedition Soldier mix up in research item names.
Drones no longer get paralyzed by Beastman paralyzing ammunition.
It is no longer possible to get additional characters to join your team by allowing a drone to get killed during a mission.
It is now possible to fix the "corrupted ground textures" problem by disabling bump mapping for ground models in the "Graphics" option menu (thanks to Stucuk and Lord Storm).

New/changed features:
Removed some shader restrictions to allow the game to run on a wider variety of graphics cards.
The game now displays a dialog box when an enemy attacks your home base.
It is now possible to change the item mode for all selected units at once.
Enemies use different fire modes based on the distance to their targets.
The game will now use different quick save files for tactical and strategic modes.
The game no longer generates capture missions on enemy main bases.

Modding related changes:
Third armor add-on slot is now visible when using mods that enable it

New sports brand with BAFTA award-nominated Football Tycoon

Football TycoonBAFTA award-winning developer spies new silverware at the 2009 Independent Games Festival Mobile awards

Award-winning mobile game developer Dynamo Games has today announced plans to launch a new line of sports titles under the 'Dynamo Sports' banner, premiering with the launch of mobile game Football Tycoon. The forthcoming title is also the only Java game short-listed for a 2009 Independent Games Festival (IGF) Mobile Award for best technical achievement. Winners are to be announced at the Games Developer Conference 2009 (GDC) in San Francisco, March 23-27.

Dynamo Games are hosting a stand at the IGF mobile area and are also inviting attendees to meet with the developer at GDC. Interested parties should contact Managing Director Brian McNicoll directly via the company's website: www.dynamogames.com

Available early Summer 2009, Football Tycoon follows a similar format as the popular Rollercoaster Tycoon series, while adding a unique twist to the standard football game genre. Moving away from traditional management simulator gameplay, players step into the shoes of a wealthy business owner and live out their dream of running a football club. From hiring managers, controlling finances, developing your stadium and orchestrating intense media campaigns, the game gives players an unprecedented degree of freedom.

The title boasts two expansive single player modes; The rags to riches 'Grass Roots', which tasks players with taking a small team to the top of the Tycoon Owner Rich List within 30 years and 'Scenario Mode', which allows owners to tackle a variety of challenges, such as taking over a small club and pulling them out of administration.

How gamers achieve these goals is entirely up to them. Will you give some of your hard-earned cash back to the local community or save the spoils to fund your fight to the Premiership and elite European competitions? The shift away from traditional management simulator gameplay, an unmatched wealth of player options and a rich, detailed visual style makes for a winning hat-trick.

Brian McNicoll said: "That Football Tycoon has already been short-listed for an industry award is testament to the creativity of our team and their ability to consistently produce fun, innovative titles for the thriving mobile market."

"We will also be creating versions for Baseball, American Football, Basketball, Ice Hockey, Golf, F1, NASCAR, Cricket & tennis. We are also looking to take the series to different handheld platforms such as BREW, iPhone, Android, Nintendo DS and as such, we are on the lookout for potential distribution partners to take these games to market."

Football Tycoon will be released early summer 2009.

The Land of Magic free-to-play game portal reveals its new MMO


Lizard Interactive (www.lizardinteractive.com), one of today's most popular free-to-play online game developers and publishers, announces that their new MMORPG ‘The Land of Magic’ is almost ready for its CBT in February 2009 through global game portal NeoFun.(www.neofun.com)

The Land of Magic, already proven to be a big hit in Korea, is almost ready to welcome global users to join its mystic world. This new 2D MMORPG provides unique world of RPG gathered by massive contents and easy interface for all ages to play. If you are to remember and fantasize the Zelda series in early 90’s, ‘The Land of Magic’ will surly satisfy your thrust by bringing back the good old memories.

Detailed information related with ‘The Land of Magic’ is still kept secret by Lizard Interactive. But more information will start to reveal with their official website opening on the 11th of February.

Design the CITIES XL Collector's Edition!

CITIES XL
Monte Cristo offers fans a chance to determine the content for the Collector's Edition of their upcoming next-gen city builder

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Monte Cristo, developers of the upcoming next-generation city-building game, CITIES XL, is offering fans a unique opportunity to help design the Collector's Edition of the game. Visitors to the official Web site can submit suggestions and vote on current ideas for the Collector's Edition, which Monte Cristo is planning to release alongside a standard retail package in Q2 2009.

To submit an idea, or vote on current ideas, please visit

CITIES XL allows gamers to develop cities on realistic 3D maps using an incredible collection of unique structures and monuments based on American, Asian and European-influenced architectural styles. The maps feature a variety of environments: mountains, hills, canyons, beaches and islands, all set in different climates from tropical to desert, Mediterranean to temperate. Players must create the right combinations of social services, leisure activities, special events and other job opportunities within their cities in order to feed, clothe, employ and entertain their citizens. Be it planning and building a new zoo, public park, residential neighborhood or transit system - there's always a fresh and exciting challenge for would-be city managers and mayors in CITIES XL.

The game’s online features and services will allow players to create interconnected cities on virtual and persistent planets. Mayors can share and trade with one another, specialize their economy and team up with befriended cities to create sprawling metropolises. Life on the planet will be punctuated by events and competitions - a concert held in one town may, for example, be attended by visitors from other areas who can also enjoy a walk around the city to admire the urban creations of multiple players. By combining a fantastic single-player game with the social and multiplayer aspects of an MMO, CITIES XL will shape the future of the genre by offering more variety, bigger cities and multiple gameplay layers.

For more information about CITIES XL, which will ship in 2009.

Kliff and Justice are back - Guilty Gear XX Accent Core Plus

Guilty Gear XX Accent CoreThe Rush-down of the Century Returns on the PlayStation 2 system, PSP system, and Wii!

Aksys Games, a publisher of interactive entertainment products, announces today, Guilty Gear XX Accent Core Plus will be arriving this spring 2009. Hardcore players will finally be able to take their fight on the PlayStation 2 computer entertainment system, PSP (PlayStationPortable) system, and Wii.

Developed by Yokohama-based Arc System Works, Guilty Gear XX Accent Core Plus is the definitive installment in the series and is widely cited as one of the most balanced fighter among its peers.

Sporting high resolution graphics in 480P, Guilty Gear XX Accent Core Plus marks the return of over 20 beloved characters from the Guilty Gear franchise, including Kliff and Justice! Fans of the series will be pleased to not only find all their characters available right off the bat, but will finally be able to uncover the rich stories of each character for the first time!

"Never has there been a fighting game where so much attention to character balance exists," said Michael Manzanares, Producer, Aksys Games. "Guilty Gear veterans will definitely find themselves immersed once again with the new story and survival modes."

Guilty Gear XX Accent Core Plus Features

2 COMBATANTS RETURN TO THE BATTLE!
Accent Core Plus marks the return of fan favorites Kliff Undersn and Justice, rounding out the cast of 25 playable characters.

ALL NEW STORY MODE CREATED SPECIFICALLY FOR GGXXACP!
Discover the back story to all of your favorite characters in the Guilty Gear mythos, with fully-voiced dialogue.

FIGHT TO SURVIVE!
Level up your character's abilities and traits in the re-tuned Survival Mode.

TEAM BATTLE ROYALE!
Create a three-man team in Versus Mode to find out which characters are the ultimate Guilty Gear team-up.

Guilty Gear XX Accent Core Plus has not yet been rated by the ESRB.

Mobile Amusements release Mouse Panic! for iPhone and iTouch

mouse panic gameThe crazy game of rat and mouse!

Featuring greedy mice, evil rats and loads of smelly cheese.

Guide the hungry mice by laying down cheese trails that lead home.

Can you clear each of the 48 puzzle levels spread over several themed zones from the Flower Gardens, Creaky House, Store Room, Old Cellar, Magic Kitchen and finally to the Table Top.

As you progress through the levels you will face many new puzzles that include... Mouse transporters, Breakable Blocks, Base Swappers and Bonus Time Clocks.

Cheese can be inserted, rotated and cleared. When a mouse eats the cheese, the mouse will then change direction according to the direction the piece of cheese was pointing in.

When all mice are finally home you are able to play a new puzzle and unlock newer levels as you progress.

Beware of the 'Black Rats' who will attempt to slow your progress through some of the later puzzles however!

Mouse Panic! is available now on the iPhone App Store.

Features:
* Original puzzle gameplay.
* 48 increasingly harder puzzles.
* Unlockable levels.
* Continue and save game option.
* Easy to learn gameplay and controls.
* Colourful graphics throughout.
* Suitable for all ages.

Shin Megami Tensei - Devil Summoner 2 - Raidou Kuzunoha v King Abaddon for PlayStation 2 - Free Raiho Plushie included with each copy at launch.

Devil Summoner 2Atlus announced that Shin Megami Tensei - Devil Summoner 2 - Raidou Kuzunoha v King Abaddon, a new chapter in the stunningly original action RPG series for PlayStation 2 computer entertainment system, is out in North America on May 12th.

Improved over its predecessor in every way, Devil Summoner 2 is an action RPG breath of fresh air, with a deep, easy-to-control combat system, nearly two hundred demons to negotiate with, collect, and fuse, and a variety of strategies to employ and master. Experience a 1920's Tokyo bustling with cases to solve, criminals to bring to justice, and the threat of the mysterious King Abaddon looming on the horizon.

For a limited time, and out of an exceptionally small fixed number of units, North American gamers will have even more reason to pick up the game that raced to the top of the Japanese game sales charts upon its release. Each and every launch copy of Devil Summoner 2 will feature a rare Raiho plushie doll (not available for sale separately). Only a small amount of these rare bundles will be assembled, and each package will be numbered to ensure its rarity and collectible value. Should there be future print runs of the game, they will ship without the Raiho collectible. Act before they're gone!

Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon is scheduled to negotiate its way into retailers on May 12, 2009 with an MSRP of $39.99. Each and every copy of the game's limited quantity launch will ship with a rare Raiho collectible plushie.

About Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha versus King Abaddon:
A new threat to Japan's Capital calls for the return of its case-solving, tube-slinging Devil Summoner: Raidou Kuzunoha the 14th. When a woman walks into the Narumi Detective Agency and asks to find a man, Raidou's boss is reluctant to accept, but soon it's clear there's more to the case than it seems on the surface. It isn't long before Raidou is on the trail of crooked gamblers, masked ninja, and strange insects... a trail leading him inexorably to the mysterious King Abaddon.

Key Features
• Massively upgraded battle system - Advancements to the battle mechanics include a MAG balancing system, dodge and hide abilities, and the ability to command two demons in combat. Use the retooled Weapon Alchemy system to create new swords with unique special attacks.
• Deeper demon integration - Demon negotiation returns with more than twice the number of demons to attempt to recruit to your side. Create more powerful demons through fusion and skill transfer. Control two demons in battle and choose from more tactical options.
• Phenomenal creative team - The rich environment of this Taisho-era Japan comes to life with the character designs of Kazuma Kaneko and the musical score of Shoji Meguro.Over 500 character possibilities - 10 races, 2 genders, 3 alignments, and 15 majors add up to incredible opportunity to customize your party! Change majors for further customization at higher levels.

Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha versus King Abaddon has not yet been rated by the ESRB.
About Atlus U.S.A., Inc.
Located in Irvine, California and founded in 1991, Atlus U.S.A., Inc. is renowned for its proud tradition of publishing exceptional role-playing games with strong niche appeal. The Atlus library of critically acclaimed video games includes Odin Sphere, Trauma Center series, and the award-winning Shin Megami Tensei series.