Before becoming part of the FIFA Development team, I was a FIFA fan for as long as I can remember. Growing up in Bogota, Colombia, I bought a copy of FIFA 96 when I was about 13 years old, and have played every subsequent title since. Back then I played countless hours of FIFA on the only desktop computer we had at the house. Unfortunately, it was in my sister’s room…I don’t think she likes FIFA very much.
Each FIFA title has given me innumerable moments of joy and football glory, accompanied by numerous pet peeves that frustrated my gaming experience – I mean, why does my defender stop on through balls? And why does the CPU always score the same goal? And why is it so easy for me to score the same goal over and over again?
When I joined the FIFA team as a Gameplay Producer for Xbox 360 and PS3 in 2007, I was glad to find out that part of my job consisted of visiting the forums and other online sites in order to find out what was frustrating FIFA gamers around the world. For FIFA 10, making sure we responded to fan feedback was paramount. From fixing bugs and exploits to refining and innovating in response to requests from fans, we have involved the community in our attempt to make the best football game ever.
The Value of Feedback
The forums are full of really good ideas and suggestions. The true value of feedback, however, lies not in these original ideas, but rather in helping us realize what the most important things for the community are. In other words, I think we are very good at knowing what is wrong with the game and what we need to do to improve it. Unfortunately, we cannot fix everything in one (or several!) production cycles. Knowing what the most pressing and important issues are for our fans helps us prioritize the countless things we want to fix.
For example, we’ve always known that the Goalkeeper could not get sent off in FIFA 09. Ever since I joined the team, we’ve wanted to fix this. However, technical difficulties made fixing this trivial problem anything but simple. We knew the problem was there, we wanted to fix it, but we never thought it was important enough to merit the several days of production time it required. Then, a few months following the release of FIFA 09, I kept running into more and more people upset about the Goalkeeper being impervious to cards. They argued, quite rightly, that it was unrealistic and it rendered the backup Goalkeepers useless. Late in the production cycle, I decided to investigate what it would take to fix it. I got the different game areas together – one of the challenges for this feature is that it requires rendering, front end, audio, and gameplay support – and set out a plan to implement it. A couple of weeks later, I was happy to go on the forums and let everyone know that in FIFA 10, the Goalkeeper will be able to get red carded. Had it not been for the community feedback, it is unlikely this feature would have made it into FIFA 10. Now everyone will have to think twice before leaving the keeper out of the lineup!
It’s not just about the forums
We take a proactive approach when it comes to getting feedback on our game. The forums are extremely important, but the feedback we find there is limited to the title we already released. Just as critical is getting fans to play the most up-to-date version of FIFA. To do this, we find several people from around the world who love football video games to come to our studio in Vancouver, BC and play the latest version of the game – the one with the latest code, features, game modes, etc. We do this several times during the production cycle, and not just in Vancouver but also in EA offices overseas. As a Gameplay Producer, I play FIFA every day to make sure we deliver against the vision set out for the game. However, when you play the game every day it is easy to lose perspective on how it is changing – how different it is from the previous iteration and whether we are on the right track. These ‘playtests’ give us a valuable opportunity not just to ask specific questions and get feedback on new features, but also to make sure our fans are excited about the direction we are taking FIFA in year after year.
So what can you expect in FIFA 10?
Along with innovating and refining our game, responding to feedback from the community was one of the paramount goals for FIFA 10. We will never be able to address all of the issues in any given year, but I think we took great strides in getting rid of some of the frustrations expressed by the community.
One such frustration that I wanted to make sure we addressed this year is how easy it is in FIFA 09 to play through balls for your fast striker to run onto and get a one-one-one with the goalkeeper. Lots of people on the forums were complaining that there was no need for midfield build-up play and that teams with strong and fast strikers had too big of an advantage – a problem that made online games very one-dimensional, as there seem to be no way of defending against the through balls. I am South American, so I’m all about midfield build-up! Remember Carlos Valderrama? Oh, how I miss him…
For FIFA 10, we have spent a significant amount of time addressing issues like this one in order to ship a game as balanced as possible. For this particular case, some of the improvements we made to fix the problem included: tuning our covering and positioning logic so that defenders can be in a better position to cope with ground and lofted through balls; we slowed down the dribblers’ speed a bit more when they touch the ball while dribbling so fast defenders will be able to catch up to dribblers more often (it makes sense, since you cannot sprint as fast off the ball as you would if you have to be taking consecutive dribble touches!); and we improved the Goalkeepers’ positioning and behavior during breakaways so they narrow down the angle better during one-on-ones.
There are many more examples like this one that illustrate how important it has been for us this year to use the feedback from the community in our development of FIFA 10. As I mentioned earlier, it is not just about fixing bugs and exploits. It is also about responding to requests. We have gone through countless forum threads, and many of the requests we have found there will be addressed in FIFA 10. Perhaps one of the best examples is that we will include a Practice Mode this year. Using the Back/Select button from the 1 on 1 arena, you’ll be able to bring up a menu allowing you to choose to play a practice match or set pieces, as well as the number of players you want on the field. You asked for it, you got it!
I should wrap this up now, but I will leave you with a taste of some of the other Gameplay features that will be in FIFA 10 as a result of feedback from the community.
Ability to change kick taker on set pieces
Ability to move the wall
Preventing goals being scored from kick-off
Making offsides less frequent and improving our advantage logic
Quick Free Kicks
Fewer ‘cut scenes’ replaced by on-the-field player reactions
‘Super Long Throws’ – Players like Rory Delap will be able to throw the ball into the heart of the box from afar
New ‘Ball Avoidance’ logic so teammates and the referee will get out of the way of passes and shots
And many more!
I hope you enjoy playing FIFA 10 as much as I did making it. Looking forward to visiting the forums and getting your feedback – keep it coming!
Santiago Jaramillo
Gameplay Producer
FIFA10 – Xbox 360, PS3
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Wednesday, July 22, 2009
Monday, July 20, 2009
Marvel v Capcom 2 video game key features
Marvel v Capcom 2 features the biggest roster of challengers to ever square off in a Capcom fighting game, a total of 56 combined brawlers from both the Capcom and Marvel universes. From the world of Capcom comes characters such as Ryu from the Street Fighter series, Jill Valentine from the Resident Evil games and unofficial company mascot Mega Man. Marvel is represented by some of its biggest names, including the Invincible Iron Man, Captain America, the Sentinel of Liberty, and War Machine, Weapon of S.H.I.E.L.D. Players can mix and match from both worlds in order to create their own ideal three man/woman/robot/monster team-up.Marvel VS Capcom 2 is designed to be a gateway for new players to experience the fun of fighting games while providing a deep system for hardcore fighting fans to dig into. Action is based around colorful, exaggerated attacks that include gigantic projectile attacks (such as Ryu's fireball or Dr. Doom's Plasma Beam) and high-flying aerial moves (like Spider-Man's Maximum Spider or Cammy's Killer Bee Attack). The controls are somewhat simplified from the classic six-button system at the heart of Capcom games like Street Fighter® IV, utilizing a four-button control scheme for the action, with two "assist" buttons that pull in your team members for additional support.
Due to the amazing combination of Marvel and Capcom characters and the game's celebrated fighting system and graphics, MvC2 has been a hotly sought-after title on the game collector's circuit. Previously owned copies for older game consoles have been demanding more than $100 in auctions and at specialty video game outlets. Now players who have been desperately searching out used copies of the game will be able to go hands-on and play online with the same great online experience from Super Street Fighter II Turbo HD Remix. Additionally, Capcom has added an optional advanced visual filter that improves the overall appearance of the game and added online modes, including Ranked Matches and the popular Player "Quarter" Match, that allows up to four people to watch and chat while two others are battling it out.
Key features
Features
• Over 50 characters from the Marvel and Capcom Universes!
• 3 on 3 tag-team matches
• New online matching mode, including Super Street Fighter II Turbo HD Remix’s “Quarter Match” mode ; enjoy the arcade experience from your console
• New optional visual filter smoothes out the game’s graphics
• Four button controls introduce new players to fighting games; compatible with the Mad Catz Street Fighter IV joysticks and Fight Pad
• Available for the first time via digital distribution on Xbox LIVE Arcade and the PlayStation Network
EA and DC Comics Enter Nine Circles of Hell with Dante’s Inferno Comic
Visceral Games Invades Comic-Con with Special Edition Preview Issue Giveaways, Limited Edition Signings, the World Premiere Trailer for the Starz Media Animated Feature and More.
A comic book mini-series based on Dante’s Inferno™, EA’s video game adaptation of part one of “The Divine Comedy.” The comic will make its world debut at Comic-Con International in San Diego from July 23 – 26. Also at the show, Visceral Games™ and Starz Media will screen the world premiere trailer of the “Dante’s Inferno” animated feature, which will be released on home entertainment platforms day-and-date with the EA game in 2010. These two brand extension projects are based on EA’s adaptation, telling Dante’s epic story from a fresh, contemporary perspective and further exposing the classic to an ever wider pop culture audience.
A special “Issue 0” preview edition of the Dante’s Inferno comic will be given away at Comic-Con International 2009 in San Diego next week July 23rd through July 26th at the EA (Booth #5213) and DC Comics (Booth #1915) booths. The game will also be featured at the following events during the show:
* “Go to Hell With Dante’s Inferno” Panel – EA, DC/WildStorm and Starz Media present a panel discussion about how each group has translated the various aspects of “The Divine Comedy” into a video game, a comic series, and an animated feature. Find out from the creative minds behind each adaptation, where they were faithful and where they invented and get a peek at EA’s game in development, and be among the first to watch the world premier trailer for the animated feature “Dante’s Inferno” co-produced by EA and Starz Media’s Film Roman animation studio. The panel is at 12:30 PM – 1:30 PM on Thursday, July 23rd in Room 8.
* Dante’s Inferno Comic Preview Issue Signings – Artist Diego Latorre and writer Christos Gage will be at the DC Comics booth signing free copies of the Dante’s Inferno comic preview issue. The signings will take place at 2:00 PM – 3:00 PM on Friday and Saturday and at Christos Gage will be signing them at the EA booth on Thursday from 2:00 PM – 3:00 PM.
* Dante’s Inferno Limited Edition Lithograph Signing – Diego Latorre has created a special, limited edition lithograph exclusively for Comic-Con, with only 750 copies available. He will be signing these copies at the EA Booth. These signings will take place on Friday, Saturday and Sunday from 11:00 AM – 12:00 PM.
* Play the Dante’s Inferno Game – One of 2010’s most highly anticipated action-adventure games will be playable for all show attendees at the EA booth during all exhibition hours!
Illustrated by Diego Latorre (The Incredible Hulk) and written by Christos Gage (X-Men/Spider-Man, Wildcats) the Dante’s Inferno six-issue comic miniseries will go on sale beginning in December 2009. Created by Visceral Games, Dante’s Inferno is set in the poem’s vividly imagined nine circles of hell – limbo, lust, gluttony, greed, anger, violence, heresy, fraud and treachery. Players take Dante on an epic descent through hell, battling their way through a terrifying gauntlet of demons to reclaim the soul of his beloved Beatrice. The Dante’s Inferno comic will highlight the action-packed moments in the game, and will also deliver more perspective on Beatrice’s experience, adding more depth to the game’s story and exploring more of the poem’s dramatic depiction of the underworld.
“Dante Alighieri’s “The Divine Comedy” is an incredibly rich piece of source material. It is a literary classic teeming with demons, monsters, danger and doom. It is the perfect backdrop to our action-adventure story,” said Jonathan Knight, executive producer of Dante’s Inferno. “We are extremely excited to be working with great partners like WildStorm and Starz Media to expand the story and deliver our adaptation to other powerful media.”
“When Christos and I saw the early gameplay demo of the game, our jaws just hit the floor,” said Hank Kanalz, Vice President and General Manager, WildStorm. “The nature of this game, as well as the original work, inspired WildStorm to take a unique approach in the creative. Diego Latorre’s art is outstanding and atypical for a game-based comic. EA has really set the bar high, and we strive to achieve or surpass the mark with this book.”
EA’s Dante’s Inferno will be in stores in 2010 for the Xbox 360® videogame and entertainment system, the PLAYSTATION®3 computer entertainment system and the PSP® (Sony PlayStation® Portable). The game has not yet been rated by the ESRB or PEGI.
A comic book mini-series based on Dante’s Inferno™, EA’s video game adaptation of part one of “The Divine Comedy.” The comic will make its world debut at Comic-Con International in San Diego from July 23 – 26. Also at the show, Visceral Games™ and Starz Media will screen the world premiere trailer of the “Dante’s Inferno” animated feature, which will be released on home entertainment platforms day-and-date with the EA game in 2010. These two brand extension projects are based on EA’s adaptation, telling Dante’s epic story from a fresh, contemporary perspective and further exposing the classic to an ever wider pop culture audience.
A special “Issue 0” preview edition of the Dante’s Inferno comic will be given away at Comic-Con International 2009 in San Diego next week July 23rd through July 26th at the EA (Booth #5213) and DC Comics (Booth #1915) booths. The game will also be featured at the following events during the show:
* “Go to Hell With Dante’s Inferno” Panel – EA, DC/WildStorm and Starz Media present a panel discussion about how each group has translated the various aspects of “The Divine Comedy” into a video game, a comic series, and an animated feature. Find out from the creative minds behind each adaptation, where they were faithful and where they invented and get a peek at EA’s game in development, and be among the first to watch the world premier trailer for the animated feature “Dante’s Inferno” co-produced by EA and Starz Media’s Film Roman animation studio. The panel is at 12:30 PM – 1:30 PM on Thursday, July 23rd in Room 8.
* Dante’s Inferno Comic Preview Issue Signings – Artist Diego Latorre and writer Christos Gage will be at the DC Comics booth signing free copies of the Dante’s Inferno comic preview issue. The signings will take place at 2:00 PM – 3:00 PM on Friday and Saturday and at Christos Gage will be signing them at the EA booth on Thursday from 2:00 PM – 3:00 PM.
* Dante’s Inferno Limited Edition Lithograph Signing – Diego Latorre has created a special, limited edition lithograph exclusively for Comic-Con, with only 750 copies available. He will be signing these copies at the EA Booth. These signings will take place on Friday, Saturday and Sunday from 11:00 AM – 12:00 PM.
* Play the Dante’s Inferno Game – One of 2010’s most highly anticipated action-adventure games will be playable for all show attendees at the EA booth during all exhibition hours!
Illustrated by Diego Latorre (The Incredible Hulk) and written by Christos Gage (X-Men/Spider-Man, Wildcats) the Dante’s Inferno six-issue comic miniseries will go on sale beginning in December 2009. Created by Visceral Games, Dante’s Inferno is set in the poem’s vividly imagined nine circles of hell – limbo, lust, gluttony, greed, anger, violence, heresy, fraud and treachery. Players take Dante on an epic descent through hell, battling their way through a terrifying gauntlet of demons to reclaim the soul of his beloved Beatrice. The Dante’s Inferno comic will highlight the action-packed moments in the game, and will also deliver more perspective on Beatrice’s experience, adding more depth to the game’s story and exploring more of the poem’s dramatic depiction of the underworld.
“Dante Alighieri’s “The Divine Comedy” is an incredibly rich piece of source material. It is a literary classic teeming with demons, monsters, danger and doom. It is the perfect backdrop to our action-adventure story,” said Jonathan Knight, executive producer of Dante’s Inferno. “We are extremely excited to be working with great partners like WildStorm and Starz Media to expand the story and deliver our adaptation to other powerful media.”
“When Christos and I saw the early gameplay demo of the game, our jaws just hit the floor,” said Hank Kanalz, Vice President and General Manager, WildStorm. “The nature of this game, as well as the original work, inspired WildStorm to take a unique approach in the creative. Diego Latorre’s art is outstanding and atypical for a game-based comic. EA has really set the bar high, and we strive to achieve or surpass the mark with this book.”
EA’s Dante’s Inferno will be in stores in 2010 for the Xbox 360® videogame and entertainment system, the PLAYSTATION®3 computer entertainment system and the PSP® (Sony PlayStation® Portable). The game has not yet been rated by the ESRB or PEGI.
Arcade-style brawler Spyborgs will be available to purchase exclusively on Nintendo Wii on Friday 25th September

Spyborgs, Capcom’s hottest new thrill ride will be coming exclusively for the Nintendo Wii this year. Combining an extraordinary sci-fi world with action packed 2-player co-op, this original IP is a must-have Wii title for action fans.
A cybernetically-enhanced group of super heroes is set-up to die by a former team member they trusted. When players take control of the weapon-enhanced cyborgs in their pursuit of the traitor, they will come together in 2-player co-op to face over 35 stages of mind-blowing challenges packed with epic boss battles and swarms of enemies that only a team of two can defeat!
In Spyborgs, players select two of the three Spyborg characters and use the motion-based Wii-remote to shoot, slash and pummel their way through hordes of mechanized enemies. With an in-depth 2-player co-op system, players will be able to strategically jump back and forth from one member of the team to the other, rapidly tackling different challenges with their unique abilities.
Players can also experience the frenetic fun with a friend in co-op, which opens up access to stylized co-op finishing moves. This advanced co-op system utilizing the Wii-remote motion control delivers an unparalled, highly interactive gameplay experience perfectly suited for Wii action fans. Spyborgs provides players with a dynamic and fresh approach to beat-em-up, brawler gameplay.
Using the most advanced technology on the Wii, Spyborgs is being developed by Bionic Games, a newly-formed development team comprised of former Insomniac Games and High Impact Games developers (known for their work on hugely popular franchises Ratchet and Clank and Resistance: Fall of Man).
Features:
• Stunning Graphics: Pushing the graphics capabilities of the Wii, Spyborgs will offer a variety of vibrant environments and detailed character models alongside action-packed gameplay.
• Extreme Co-Op: Designed around the 2-player co-op experience whether playing alone or with friends, single players can jump seamlessly between characters at any time to take advantage of their unique weapons and skills while friends can tag-team it to create crazy combos and finisher moves for the ultimate brawl.
• Brawler-style Gameplay: Action-packed, intuitive gameplay for all skill-levels.
• Robust combo system to master: Multiple character specific combos allow players to chain light and heavy attacks to increase their Combo/Power meters and unleash devastating “Finisher” moves and “Co-Op Finisher” moves.
• Upgradeable Attack System: Power-up by collecting “crimson spark” currency from defeated enemies and destructible environments to purchase upgrades.
• Instant Character Swap: Users can instantly switch between two characters mid-combat to utilize each character’s strengths.
• Cinematic Boss Battles: Epic, action-packed and absolutely thrilling battles featuring full-screen, dynamic and wickedly challenging bosses.
• Robust Achievement system: Similar to Xbox 360 and PSN, players are rewarded with an Achievement Title signifying their accomplishment. Taking it one step further, these Achievements also unlock bonus videos, concept art and new challenges in the game.
Bird's Eye view benefits IL-2 video game

505 Games in collaboration with 1C Company, the publishers of upcoming WWII flight combat title IL-2 Sturmovik: Birds Of Prey have today shed some light on the processes by which the game’s impressive visuals are produced, which include the use of satellite photography. STRM database pictures, renowned for their uttermost precision, have been used to recreate the landscapes of war-torn Europe in remarkable detail.
Building accurate 1940’s environments using the latest in cutting edge satellite technology comes with a set of immediate problems, most obviously the 50 year time gap in buildings, foliage and other features, many of which did not exist at the time of the game’s setting and others which are now long gone from the real word and need to be added. To combat this, the development team have collated and pored over hundreds of wartime photos, documents and maps, painstakingly removing unwanted additions and recreating missing landscape features.
Whenever possible, locations have been remodelled according to genuine, historically accurate photos from archives around the world. These were laboriously compared with modern images to ensure all significant features were included or removed as appropriate. Where documented evidence was unavailable, the team took the time to create unique buildings in keeping with the style of the era, often imitating structures from other cites of the era and transposing them into the created landscapes. In total, over two million buildings and around 35 million trees were put in place using these processes to produce a level of realism hitherto unseen on current generation consoles.
“Collecting all the necessary data, both old and new, to create IL-2 had been a long battle all of its own,” commented Alex Price, Senior Global Brand Manager for 505 Games. “The game is now looking as good we had always anticipated it would and in light of that, the scouring of archives and satellite databases has all been worth it!”
Developed by Gaijin Entertainment for Xbox 360 and PS3, DiP Interactive for Nintendo DS and SME Dynamic Systems Limited for PSP, IL-2 Sturmovik: Birds of Prey features the greatest aerial battles of all time, during the Second World War, and boasts the most realistic landscapes and aircraft seen in any flight sim.
IL-2 Sturmovik: Birds of Prey will be published by 505 Games in collaboration with 1C Company.
WW2: Time of Wrath video game out now
WW2: Time of Wrath! This massively improved sequel to the grand strategy game WW2: Road to Victory comes with deep turn-based grand strategy gameplay, including the ability to play any of the minor countries as well as fully modeled land, air and naval combat, research, production and logistics.
Additionally, owners of WW2: Road to Victory can upgrade to Time of Wrath and enjoy all the new features and benefits completely FREE of charge! Owners of WW2: Road to Victory should check the WW2: Time of Wrath forum and the Matrix Games’ Members Club for more information on the free upgrade offer.
David Heath, Director of Operations at Matrix Games, said “WW2: Road to Victory has enjoyed a strong and positive community response, so we’re very happy to see this exciting new game system progress. WW2: Time of Wrath is a massive improvement over its predecessor and anyone who was interested in Road to Victory should definitely check Time of Wrath! In cooperation with Wastelands Interactive, we’re also pleased to offer WW2: Time of Wrath as a free upgrade to WW2: Road to Victory owners as a thank you to them for supporting this series.”
From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations. A diplomacy system based on political points allows you to sway possible allies to your side. An upgraded and expanded naval combat system includes fleet engagements, combat patrols, massive aircraft carriers, elusive raiders and U-Boats as well as a convoy system.
Concentrate precious industrial resources on building, training and upgrading a wide variety of combat units from airborne soldiers and armored divisions up to nuclear weapons! Historical leaders enhance the performance of your armies and hundreds of historical events like the Molotov-Ribbentrop Pact, Lend-Lease and more give you choices that can change the course of history. WW2: Time of Wrath is fought across turns that vary in length by season and 25 km hexes with divisions and corps, giving the player a broad strategic picture of the war while still leaving enough room for operational decisions.
Features include:
* Four Grand Campaigns (1939, 1940, 1941 and 1944) cover the full war in the European Theater, lasting up to 1948 for maximum flexibility
* Two Scenarios (Fall Weiss and Overlord)
* Simple and intuitive user interface with engrossing historical gameplay
* Hundreds of historical events such as Molotov-Ribbentrop Pact, Vienna Dictate, Lend-Lease, and many more.
* Play as any nation and as any combination of countries to experience the war through a unique perspective.
* Air and Land Combat, including Sieges, Interceptions, Strategic Bombardment, Air Recon, Fleet Air attacks, Bombardment.
* Enhanced naval system that includes Aircraft Carriers, Battle, Patrol and Submarine Groups. Managing fleets, convoys and raiders in Sea Zones.
* Air forces now extend their power over nearby sea zones.
* Advanced weather system simulates spring and autumn / rainfall and snow. Beware of General Winter! Weather conditions have a different effect on each country.
* Any combination of move and attack is allowed as long as Action Points are available.
* Technological race in research of new more powerful units.
* Mulberry harbors now available as a helpful and powerful tool in preparation for huge landing operations.
* Paratroopers conduct airborne landings help to take distant key point locations.
* Fully historical, detailed orders of battle in all scenarios with historical names for hundreds of land, air and naval units.
* Land units divided are into Divisional and Corps size allowing the player to choose what best fits his economy and play style.
* Historical commanders boost the effectiveness of units under their care.
* Improved A.I. to perform better at the strategic and tactical level.
* An innovative naval combat model and realistic supply convoy attack system
* A simple yet immersive political point system for diplomatic relations – alienate enemies and solidify ties with allies
* A healthy variety of combat units to command from armored and airborne forces to strategic bombers and battleships – even nukes!
* Random historical events that can guide and shape the course of the war
Additionally, owners of WW2: Road to Victory can upgrade to Time of Wrath and enjoy all the new features and benefits completely FREE of charge! Owners of WW2: Road to Victory should check the WW2: Time of Wrath forum and the Matrix Games’ Members Club for more information on the free upgrade offer.
David Heath, Director of Operations at Matrix Games, said “WW2: Road to Victory has enjoyed a strong and positive community response, so we’re very happy to see this exciting new game system progress. WW2: Time of Wrath is a massive improvement over its predecessor and anyone who was interested in Road to Victory should definitely check Time of Wrath! In cooperation with Wastelands Interactive, we’re also pleased to offer WW2: Time of Wrath as a free upgrade to WW2: Road to Victory owners as a thank you to them for supporting this series.”
From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations. A diplomacy system based on political points allows you to sway possible allies to your side. An upgraded and expanded naval combat system includes fleet engagements, combat patrols, massive aircraft carriers, elusive raiders and U-Boats as well as a convoy system.
Concentrate precious industrial resources on building, training and upgrading a wide variety of combat units from airborne soldiers and armored divisions up to nuclear weapons! Historical leaders enhance the performance of your armies and hundreds of historical events like the Molotov-Ribbentrop Pact, Lend-Lease and more give you choices that can change the course of history. WW2: Time of Wrath is fought across turns that vary in length by season and 25 km hexes with divisions and corps, giving the player a broad strategic picture of the war while still leaving enough room for operational decisions.
Features include:
* Four Grand Campaigns (1939, 1940, 1941 and 1944) cover the full war in the European Theater, lasting up to 1948 for maximum flexibility
* Two Scenarios (Fall Weiss and Overlord)
* Simple and intuitive user interface with engrossing historical gameplay
* Hundreds of historical events such as Molotov-Ribbentrop Pact, Vienna Dictate, Lend-Lease, and many more.
* Play as any nation and as any combination of countries to experience the war through a unique perspective.
* Air and Land Combat, including Sieges, Interceptions, Strategic Bombardment, Air Recon, Fleet Air attacks, Bombardment.
* Enhanced naval system that includes Aircraft Carriers, Battle, Patrol and Submarine Groups. Managing fleets, convoys and raiders in Sea Zones.
* Air forces now extend their power over nearby sea zones.
* Advanced weather system simulates spring and autumn / rainfall and snow. Beware of General Winter! Weather conditions have a different effect on each country.
* Any combination of move and attack is allowed as long as Action Points are available.
* Technological race in research of new more powerful units.
* Mulberry harbors now available as a helpful and powerful tool in preparation for huge landing operations.
* Paratroopers conduct airborne landings help to take distant key point locations.
* Fully historical, detailed orders of battle in all scenarios with historical names for hundreds of land, air and naval units.
* Land units divided are into Divisional and Corps size allowing the player to choose what best fits his economy and play style.
* Historical commanders boost the effectiveness of units under their care.
* Improved A.I. to perform better at the strategic and tactical level.
* An innovative naval combat model and realistic supply convoy attack system
* A simple yet immersive political point system for diplomatic relations – alienate enemies and solidify ties with allies
* A healthy variety of combat units to command from armored and airborne forces to strategic bombers and battleships – even nukes!
* Random historical events that can guide and shape the course of the war
Sunday, July 19, 2009
'Car Mania' from Origin8 - motorist management mayhem on the iPhone/iPod Touch
Origin8 are pleased to announce the release of ‘Car Mania’, a casual route management game with hardcore production values. ‘Car Mania’ provides deceptively challenging pick-up-and-play action, vibrant visuals and a criminally catchy soundtrack. ‘Car Mania’ is available for the Apple iPhone/iPod Touch from the iTunes App Store for $0.99 or regional equivalent.‘Car Mania’ features:
- Intuitive controls – draw each vehicle’s path with your finger; tap to stop and go.
- Keep commuters moving and in one piece – delays and crashes cause the road rage meter to rise!
- Juggle a variety of cars, trucks and motorbikes, each with different speeds and capabilities.
- Watch out for road works or you’ll get in a jam!
- Play across three gorgeous maps with distinct layouts and unique challenges.
- Go for the top score in a fast and furious round of Time Attack, or play Survival mode and see how long you can keep the city moving.
- Want to let off some steam? Try Road Rage mode where pile ups mean points. Happy wrecking!
- With full online high scores and unlockable achievements using OpenFeint, there’s always an excuse for just one more go.
Get Car Mania here: http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=322429835&mt=8 For the latest news on Car Mania and our other products, follow Origin8 on Twitter: http://twitter.com/origin8, or check our forums: http://www.origin8.com/forums.
Flight1 release RealAir Beech Duke Boxed Edition
The Beechcraft Duke first rolled out in 1968 and production continued through to the early 1980s. The aircraft’s blend of elegance, pressurised cabin and performance made it a firm favourite with her owners, though her reputation for thirst and expensive repair bills were equally legendary!Developed by the award-winning RealAir, thankfully you won’t have to worry about the bills. Instead this beautiful simulated aircraft makes the perfect platform for IFR flights, or just taking to the skies for the sheer pleasure of flying... this must be one of the most satisfying simulations of a piston twin yet available for FSX.
The RealAir Beech Duke boxed edition is available from all good retailers, from the local hobby shop to high street chain stores. The boxed version and the download version (using Flight1’s popular e-commerce system) are also both available direct from flight1 here: http://www.flight1.com/products.asp?search=true&filter=all&txtsearch=262a
PlaySpan Launches Virtual Goods Marketplace on Leading Social Networking Sites

PlaySpan, the leader in monetization solutions for online games, virtual worlds, and social networks, today announced a new marketplace storefront for Facebook, and coming soon to MySpace, which enables consumers to purchase online game items, virtual goods, and game currencies from many of today’s most popular online games and applications.
The news marks the first time that consumers will have the ability to participate in a universal virtual goods commerce marketplace that also enables them to buy, trade, and sell goods within social networks and use the items in their online game environments. The application provides game developers and publishers a massive new social networking based distribution channel to engage consumers within the context of their social graph.
“Our social network marketplace takes online game commerce experiences to the next level. We are bridging the gap between gaming on and off social networks through a common monetization platform,” said Karl Mehta, Founder & CEO of PlaySpan. “Providing our marketplace application to hundreds of millions of consumers on the social networks will significantly help them to conduct virtual goods transactions across multiple platforms, as well as engage their friends in the process through gifting, trading, and sharing.”
"Combining the PlaySpan marketplace with our existing monetization solutions within the social networks and online communities like Facebook and MySpace signals a giant step forward for publishers and developers who want to make virtual goods available to consumers wherever they are," said Lex Bayer, General Manager of Social Networks at PlaySpan and Co-Founder of SpareChange. “By uploading their items into the PlaySpan market place, publishers will tap into a syndicated distribution model that places their items in store fronts that span gaming sites, online portals, and social networking sites.”
Facebook users can go to the following page to start utilizing the marketplace:
http://apps.facebook.com/sparechange/landing.html
Tomy Corporation Unveils Tips And Tricks For Pangya: Fantasy Golf!

Tomy Corporation today released tips and tricks to increase players’ performance as they swing and putt their way through the fantastical world in Pangya: Fantasy Golf on the PSP! Players will learn when to use certain clubs, how to execute the perfect shot, how to deal with environmental elements and more. There are also secret shots such as the Tomahawk Shot and the Spike Shot that will help players become one of the best golfers on Pangya Island. Get ready to amp up your skills and take your golf game to the next level!
To download the tips and tricks, please visit: http://bhimpact.gamespress.com/product_page.asp?i=931.
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