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Tuesday, January 30, 2007

The Only Game In The Village

Yorkshire firms collaborate to create video game version of smash-hit TV series Little Britain. Whatevah!

Video games developers from the Yorkshire region have collaborated to create a video game version of Little Britain – one of the most successful comedy programmes in recent times.

Little Britain: The Video Game is the brainchild of Leeds-based Gamerholix, who not only masterminded the initial concept, but also designed and produced the game, outsourcing the developmental duties to Sheffield-based Gamesauce.

Gamerholix specializes in the design and development of original games and games based on licensed properties. Managing Director Elliot Gay, who has 25 years games design and production experience, is also Chairman of Game Republic – a regional alliance of high-tech companies operating in the computer and video games business.



Gamerholix and Gamesauce, both founder members of Game Republic, are not the only companies who have contributed to this cross-developed project, however and it was very much a case of “Computer says yes” for two other members of Game Republic, as well. Wakefield-based Pit Stop Productions were approached to write the music and record the voices of the show’s actual stars: Matt Lucas, David Walliams and Tom Baker; while Bradford-based Four Door Lemon created the sound engine for the game.

Charles Cecil, the celebrated game developer and Managing Director of York-based Revolution Software also helped direct the development of the game that sees players reacquaint themselves with a slew of favorite characters such as such as Lou and Andy, Dafydd Thomas, Vicky Pollard, Marjorie Dawes, Emily and Florence, Mr. Mann, Judy & Maggie and Letty. Instantly recognizable, the game’s characters have all been lovingly modeled and hand animated to match their real-life counterparts.

Little Britain: The Video Game is a fun collection of mini-games presented in the style of an episode from the TV show. To win, players must work their way through a series of specially created sketches that feature plenty of scripted input from Matt Lucas and David Walliams themselves, until the credits roll at the end. As you’d expect, Tom Baker narrates throughout so fans of the series can enjoy a truly authentic Little Britain experience.

“This is the first in what we hope will be a long line of commercially successful games using our new business model,” said Elliot Gay, Managing Director of Gamerholix. “After winning the contract to develop the title, Gamerholix led and coordinated an initiative to involve as much regional talent as possible. And, in outsourcing much of the work to Yorkshire-based companies such as Gamesauce (development), Pit Stop Productions (music and voice recording), Four Door Lemon (sound engine) and Revolution Software (consultancy), we hope to raise industry awareness of the Game Republic brand, as well.”

Bryan Reynolds, Managing Director of Gamesauce added: “Being such a well loved and high profile franchise, the Gamesauce team were delighted to be chosen to develop the multiformat Little Britain game. We're now looking forward to using the robust and proven technology on further titles in the coming year.”

Little Britain: The Video Game is published on Mastertronic’s Blast! label – the leading video game company aimed exclusively at the younger children's market – and goes on sale for PlayStation2 and PC on 2nd February, priced £19.99, with the PlayStationPortable (PSP) following shortly afterwards in Spring.

TOM CLANCY'S SPLINTER CELL DOUBLE AGENT

Mathieu Hector, PS3 producer at Ubisoft Annecy

1. What are the main changes between the Xbox 360 version of SCDA and the PS3 version? Both for the single player and the multiplayer.

The PlayStation 3 version of SCDA is based on the Next-Gen design of the game, which has already been released on Xbox 360 and PC. However, this version features significant improvements and exclusive content.

The Multiplayer features an additional new spy character (a spy girl), 2 extra maps based on completely new environments and a new set of coop. challenges.

Moreover, the additional time allowed us to increase the polish of both parts of the game.

Overall, the improved accessibility, the multiplayer exclusive content and the motion sensor support are the advantages that make the PS3 version the ultimate version of Splinter Cell: Double Agent.


PS3 Questions and Answers

2. Is SCDA using the Sixaxis feature that makes PlayStation 3 unique?

The SIXAXIS sensor has been implemented in both part of the game as well.

In the Single Player mode, we were free to experiment various designs for the motion sensor implementation. It is used from time to time to operate various gadgets like picking doors or hacking security systems, or for Sam’s special moves like swimming or paragliding.

In the Multiplayer mode, the player controls the Drone with the tilt function.

We implemented the SIXAXIS control when it was fun to play or adding value to the game play experience.

3. What was the big reason to implement a hot female multiplayer skin?

Having a female playable character in the game is something we wanted to have since we started working on Splinter Cell Pandora Tomorrow!

On Double Agent, this idea was still present, but we didn’t have the chance to implement it on time for the first versions. Therefore, when we started working on the PS3 specific content, the spy girl was on top of our list.

We really liked the idea because it really embraces the fact that the spy should be cat-like, very nimble. And for players like me, it’s always more pleasant to follow the acrobatics of a female character, supple and elegant, than those of a born-to-kill-guy!

4. And last, but not least, the PlayStation network has a different setup than Microsofts Xbox Live. Can we expect the same fluid play on Ubisoft’s own servers?

The title uses a network middleware solution already successfully used on PC and PS2. The PlayStation Network Platform provides all the required services to match the Xbox live quality. The online part of the game has been on beta test since November 2006 on PS3 and we are 100% confident to provide a quality online experience.

5. Is there anything else you would like to share with gamers about SCDA for PS3?

Yes, we are very happy with the multiplayer’s extra content we developed specifically for the PS3 version. Rather than just more of the same, the NSA training centre and Kinshasa multiplayer maps are really different than the original multiplayer maps. Those maps have been produced with Ubisoft Milan, Italy, the studio which previously worked on the PS2 Multiplayer maps and we hope the PS3 players will enjoy playing them just as much as we did.

Midway Confirms Theory Is A Fact; BlackSite: Area 51 Is Coming Summer 2007

Reality and Science Fiction Clash in Innovative First Person Shooter for Next Generation Systems and P

Midway Games Inc. a leading interactive entertainment industry publisher and developer, today announced BlackSite™: Area 51, an action packed, first person shooter experience which pits gamers against alien enemy forces using the infamous U.S. government landmark, Area 51, and the surrounding areas as the battlefield backdrop. BlackSite: Area 51 is currently in development for the PLAYSTATION 3 computer entertainment system, the Xbox 360™ video game and entertainment system from Microsoft and for the PC.



Developed by Midway Studios - Austin, BlackSite: Area 51 is a next-generation game that will redefine the first person shooter (FPS) genre. While other FPS titles claim to feature
“action-packed, highly realistic gameplay,” BlackSite: Area 51 takes next-gen gaming to an all-new level integrating cutting edge technology, game design and story writing to create the ultimate entertainment experience. The player’s modern-day emotions and fears are driven into a world charged with grave responsibility affecting lives hanging in the balance and eventually finding himself torn between his professional orders and his own ethical standards. In the end, only the actions of the player and his squad can shape the outcome of BlackSite: Area 51 during this potentially pivotal moment in history.



“BlackSite: Area 51 gives players the opportunity to experience next-generation, first person shooter action in one of the world’s most intriguing and mysterious environments,” said Denise Fulton, studio head, Midway Studios - Austin. “Gamers will be instantly immersed in the game’s seamless storyline, set in the desert and small towns surrounding Area 51 that feature highly detailed environments that transform themselves into awesome battlefields. Without question, BlackSite: Area 51 will raise the bar in the next generation FPS genre with its stunning visuals, life-like squad interactions and its multitude of online multiplayer modes.”





About BlackSite: Area 51
Featuring a powerful single-player campaign, along with multiple online multiplayer modes, BlackSite: Area 51 delivers vicious combat action, next generation graphics and A.I., and a plethora of powerful weapons and vehicles. Set in present day, players take the role of a decorated military veteran charged by the government to lead a squadron of “secret soldiers,” each with his/her own specialty skill set, into the Rachel, Nevada area to fight off the invasion of unidentified enemy races.

Hour Of Victory Approaches; Midway Announces A New World-War II Experience Exclusively For Xbox 360

Midway Games a leading interactive entertainment industry publisher and developer, today announced that Hour of Victory™, a new cinematic, first person shooter experience set in World War II, is currently in development exclusively for the Xbox 360™ video game and entertainment system from Microsoft and is expected to be available this summer.

Built using the powerful Unreal Engine 3.0, Hour of Victory combines authentic details from historic World War II battles and adds in frenetic and cinematic gameplay. Gamers are able to play each level in the style they choose, whether as a covert operative, specializing in stealth and sabotage; a British commando proficient in the guns-blazing frontal assault; or an Army ranger who excels in sniping and demolitions. Players will also be able to take control of any vehicle on the battlefield as they sharpen their skills to impact the key battles from the European and North African Theaters.


First Person Shooter Places Gamers In Pivotal Role As One of Three Expert Operatives in Cinematic Battles Across Europe and North Africa

“Hour of Victory is an entirely new World War II experience designed exclusively for the Xbox 360 that will place players in a pivotal role during key battles using the gameplay style they choose,” said Matt Booty, senior vice president, worldwide studios, Midway. “Using the powerful Unreal Engine 3.0 we’re able to create exciting, cinematic moments that allow players to feel like a hero, not just another cog in the war machine.”

About Hour of Victory
Hour of Victory, scheduled to be available exclusively for Xbox 360 in Summer 2007, allows you to play a key role in the pivotal and cinematic battles from the European and North African theaters of World War II, using the skills and gameplay style you choose. Built with Unreal Engine 3.0, Hour of Victory allows you to sneak into enemy territory as a covert operative, storm the gates as a British commando, or snipe from afar as an Army ranger – each character’s unique attributes will be needed for the fulfillment of the overall objective. Only with all these skill working closely together will you be able to say that you helped define the Hour of Victory.

Monday, January 29, 2007

Now you can play games on your iPod

Your iPod blasts music, shows vacation photos and plays movies. It now does something else that seems an entertainment no-brainer: It runs video games.

It was only a matter of time before Apple's ubiquitous digital media player would have the ability to keep us just as occupied with simple games like "Tetris" as it does pumping out the Killers. And with the latest generation of iPods' ability to run video comes the option to download games off iTunes and play away.



Video-game giant Electronic Arts is on the cutting edge of creating games for the iPod, and, after checking out its offerings, we are impressed with its initial batch of titles that can be played on fifth-generation machines (don't bother if you have an older version).

The classic puzzle game "Tetris" looks much better than the monochrome original did for the Game Boy all those years ago, thanks to bright colors and decent sound effects. And like the other iPod games, you control those tiny blocks the same way you search for songs: with the circular scroll pad and middle button.
"Mini Golf" is a fun little romp in a colorful miniature golf course that features obstacles including creatures that have an appetite for golf balls. The exotic music on this one is a particularly nice surprise.

And "EA Mahjong" brings the classic tiles to life on the iPod's screen without being too hard to see.

EA also just released Sudoku and Solitaire titles to keep you equally occupied. The games cost $4.99 each and can be downloaded at the iTunes store (go to www.apple.com/itunes/store/ and look for "iPod Games" in the upper left-hand corner).

These don't have the depth of play that you'd find in titles for dedicated game systems such as a PlayStation Portable or Nintendo DS, but that's not the goal here. These titles, rather, are for the person who wants to squeeze in a little play time here and there, and to that extent, they — and the medium they're played on — are a great fit.

"Star Trek: Legacy" boldly goes ... eh, whatever

Proof positive that Nintendo has a lock on heavy-duty whimsy, "WarioWare: Smooth Moves" for Wii pretty much exemplifies what Wii is all about. Like "WarioWare" titles before it, "Smooth Moves" is a collection of "microgames," some 200 of them, actually, each using the system's crafty Wii-mote in totally exclusive ways: tilting, swinging, stabbing, swatting, balancing, mashing and manhandling the thing like no other controller ought to be handled. With it, you invoke in-game activities like sawing logs, thumb wrestling, picking noses (seriously), pumping iron, shaving and cranking.



It's a testament to the Wii-mote's wide-ranging motion-sensitive sensibilities, if nothing else -- also a fine example of its minute-motion precision, with most activities easily actuated within a forearm's radius of your starting position. If you ever snap your wriststrap and send the Wii-mote flying off to shatter the chandelier, that pretty much makes you a clumsy oaf and has nothing to do with the hardware. You probably shouldn't be handling power tools or small children, either.

In spite of the game's obvious content abundance, on the whole, it's too short because each game, delivered in thematic clusters, lasts but a couple of seconds. That doesn't exactly add up to hours of fresh gameplay.

Similarly, "Smooth Moves" sports only a token two-player mode (played from a single Wii-mote plus the nunchuk attachment for the second player, or by passing the Wii-mote around like a hot potato), which is short-lived, anticlimactic, offline only and feels completely like an ad hoc afterthought, though the game clearly begs for more "Wii Sports" -- or "Mario Party"-like interactivity with at least two players, ideally more, right out of the box.

Tales of Destiny 2



Or watch it here

Sunday, January 28, 2007

Shady O'Grady's Rising Star Simulates the Ups and Downs of the Music Business

Build Your Band, Write the Songs, and Score That Elusive Recording Contract

Gilligames, an independent developer and publisher of PC games, today announced their upcoming musical simulation/role-playing game, “Shady O’Grady’sTM Rising Star” for Windows PC’s. Rising Star captures the struggles and successes of up and coming musicians, as they work to recruit band members, gain popularity locally and throughout America, and ultimately, get the lucrative recording contract of their dreams. Shady O’Grady’sTM Rising Star will be available in early March 2007 for $29 (download) or $36 (CD-ROM). A downloadable demo will be available in February 2007 at www.gilligames.com.



Once you’ve created and practiced enough songs, you’ll need to visit all the small bars in the area to see if you can find a gig. Whether you are opening for a better known band, or competing against other up and comers in a battle of the bands, you’ll have to prove it all night as you build your performance to a satisfying conclusion and leave your audience feelin’ alright and partying like its 1999. Give your fans a reason to believe and they’ll keep coming back to see you all day and all of the night. But if you end up getting out of control during your performance, you might over do it during your symphony of destruction and end up in the local hospital – alive, but dazed and confused.



Other Rising Star features include:
RPG-style experience/leveling system, with six assignable skills: Songwriting, Playing, Stage Presence, Production, Repair, and Business.

Make band decisions based on your musicians' Inspiration, Health, Happiness, and Ego levels.

Dynamic musician attitude system - recruit compatible musicians, and kick out egotistical musicians living in their own private Idaho that no longer get along. Unhappy and uninspired musicians may quit on their own.

Over 800 different types of equipment, including real brands with images supplied by American Musical Supply (www.americanmusical.com) to let your band rock on.

Over 120 cities to roam and conquer each randomly generated and presented in 3D for exploring.

Thousands of locations: Homes, bars, theaters, stadiums, clothing stores, music stores, studios, hotels & motels, manager offices, parks, cemeteries, and hospitals are all useful aspects of the game, providing lots of things to do.

Customize your band's appearance with thousands of combinations of hairstyles, hats, glasses, shirts, pants, pants, and wrist/hand wear. Live out your rock and roll fantasy.

Earn money doing odd-jobs to survive while trying to earn a reputation for your new band.

Customize your van's appearance with over 50 different paint jobs.

Success depends on decision making, not twitch skills.

Trash hotels & motels with the advanced physics engine. Go ahead and throw that lamp at the TV and see what happens.

A living world of working bands, spread over the continental USA

Built-in tutorial to help beginners understand the wealth of information and options.

Soundtrack of original music from real independent bands.

Map editor, allowing you to add, delete, or modify existing cities.

Equipment editor, allowing you to add, delete or modify existing equipment & supplies.

Easy to add your own content, or share content with other players.

S.T.A.L.K.E.R. Shadow of Chernobyl (PC)

A packshot and contents pic for the 'Radiation Pack' special edition.

Phil Harrison on developing Game third Age Games

Sony Executive Phil Harrison on the Possibilities Of Connected Communities In 2007 Game Developers Conference.

Phil Harrison, President, Worldwide Studios, Sony Computer Entertainment (SCE), will return to the Game Developers Conference (GDC) to present the keynote, “Game 3.0: Developing and Creating for the Third Age of Video Games.” Complementing the “Take Control” theme of GDC 2007, Harrison’s talk aims to enable developers to make the most of the countless opportunities made available by the new era of connectivity. GDC, CMP Technology’s annual conference dedicated to the art, science and business of games, takes place March 5-9, 2007 at the Moscone Convention Center in San Francisco.

In his talk, Harrison will explore the seemingly infinite entertainment, creative, and commercial opportunities presented by the massively connected communities of players and developers. He will enlighten attendees as to what “always on” can mean for both the game development industry and consumer, as well as what some of the innovative products and services are that will help content developers define and shape the meaning of Game 3.0. The SCE Worldwide Studios head will also demonstrate some exclusive insights into the company’s development of products and services that will help define future growth in the video game market.

“Each console cycle gives platforms the chance to reinvent the experiences they enable developers to provide to gamers,” said Jamil Moledina, Executive Director of the Game Developers Conference. “Phil Harrison is uniquely positioned to apply both his prescient creative abilities and his command of a globe-spanning network of leading development teams — to bring the entire developer community in on the giant leap forward of the PLAYSTATION®3.”

Phil Harrison has been immersed in the creativity, technology and business of game development for over 20 years. In September 2005, Sony Computer Entertainment unified its regional product development operations under a global structure, Sony Computer Entertainment Worldwide Studios, and appointed Harrison to serve as President of the new organization. Working closely with the talented studios in Japan, Europe, North America and Polyphony Digital, Inc., Harrison is responsible for setting the global product strategy and managing development operations of 14 studios in 5 countries. He is a corporate executive and representative director of Sony Computer Entertainment Inc, and Executive Vice President of Sony Computer Entertainment Europe. Since joining Sony in 1992, Harrison has held executive management positions in Europe and North America — where he served as Vice President, 3rd Party Relations and Research and Development for SCEA from 1996 to 2000. He has been a core member of the teams that successfully launched all of the PlayStation family of hardware formats and innovative software that have helped expand the market for interactive entertainment worldwide.

Phil Harrison’s keynote, “Game 3.0: Developing and Creating for the Third Age of Video Games,” will take place from 10:30 a.m. – 11:30 a.m. in the Esplanade Room of the Moscone Center’s South Hall on Wednesday, March 7.

More than 12,500 game industry professionals will convene during GDC, the world’s largest games industry-only event dedicated to the advancement of resources, tools and technologies used to create interactive entertainment. The GDC features more than 300 lectures, panels, tutorials and round-table discussions on a comprehensive selection of game development topics taught by leading industry experts.