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Wednesday, March 12, 2008

WipEout HD game designer interview for Sony PlayStation 3


WipEout HD

Interviewee: Colin Berry – Lead Designer

About the team

1. How many people do you have working on WipEout HD?
We started with a very small team in spring 2007 of around 6 people. We are now up to around 25 or 30 to ensure the final code delivers all the great media feedback we’ve had so far following E3 and the Leipzig Games Convention.
2. Is there anyone who’s worked on all the WipEout games since the start of the franchise?
There are a couple of people yes, an Artist (Darren Douglas) and a Producer (Paul Tweedle) who started out by QA’ing the first WipEout!
3. What do you think makes the WipEout team so special?
There is a good team spirit; we all help each other out as much as possible. Also there are lots of people on the team who are fans of the series so there is a high level of care and attention to detail and it helps having talented designers, artists and coders on the game.
4. What was the one thing the team wanted to change/or introduce most for WipEout HD?
We wanted to provide a good solid online experience for a television based WipEout game. We see online play as a big feature in HD. Also 60 frames per second full 1080p was a day one priority. We also wanted to make it a great addition to PLAYSTATION Store by offering it as a downloadable title.

About WipEout HD

1. How long has it taken to make WipEout a full HD game for PLAYSTATION 3 (PS3)?
We started work on the artwork around about February 2007 and the code around April, so just under a year.
2. Would it be fair to consider HD as a port? Apart from 1080p visuals and 60 frames per second animations, what makes it different to Pure and Pulse?
Firstly people should not underestimate the changes that 60 frames per second and 1080p visuals make to the game. Sure the environments are taken from the PSP versions initially but so much work has gone into hi-resing them up, every building model, and every texture. The game looks so much richer. All the ships are new hi-res models with hi-res texturing and improved lighting too, so the visual changes are dramatically enhanced. The game also has a sleeker new HD front end, the handling model has been refined to fit the Sixaxis controller also the collision system has been improved. Then of course there is online multiplayer which fair enough appears in WipEout Pulse but it is great fun. Playing WipEout against other people on a big TV, it is a lot of fun. In some terms its easy to say ‘it is a port’ but that is something of a disservice, the game has had an overhaul and a freshen up in many little ways which combined give it a strong identity and make it a solid game in its own right. We certainly don’t regard it as a port. Then of course there is downloadable content, which depending on what we settle on, can further push the WipEout HD experience. We are hoping the initial release of HD will be a starting point. We really feel that WipEout HD will be a great addition to PLAYSTATION Store.
3. Do you think full HD has brought about a big change in the game?
I am proud of Pure and Pulse and what we have achieved with them, and WipEout Pulse is a damn good PSP game and experience, it is featured packed and will not disappoint. HD though offers something different, it offers the WipEout experience on a big screen for the first time in a long time, it looks awesome, it plays nice and feels smooth. It is a different experience for people who have maybe forgotten what WipEout on a big screen is like. And of course, 1080p visuals and 60 frames-per-second clearly combined with online play clearly make a big difference on a TV screen.
4. Tell us a bit about the game – is it for established fans or new owners of PS3?
Hopefully WipEout HD will satisfy the core WipEout fans and also be accessible to people who maybe have not played any of the series before. WipEout has always been seen as a hard game, a gamers’ game and that is something we have to cater for and so we have to have a blisteringly frightening speed class within the game and hard competitive AI opponents. But we also want to attract new players and appeal to people who maybe have not tried a futuristic racing game before who are used to their racing games involving cars. As such we have introduced 3 difficulty levels to accompany the 4 speed classes in the game, thus people can start at a beginners’ level if they are new to the game, or start straight off on the hard difficulty if they are a long time fan of the series.
5. Can you tell us about some of the additional downloadable content that’s going to be available?
We are still deciding exactly what downloadable content we will release for HD, but hopefully we will be releasing additional tracks which could include a mixture of old tracks and brand new ones. Additional ships and music are also on the list of downloadable content we hope to release. We are also looking into releasing an extra game mode or two via downloadable content, but the exact extent and feasibility of this, we are still looking into. So for the time being, nothing concrete, but plenty of options are available to us.
6. WipEout is renowned for its music – can you tell us about what’s in store for HD?
The initial release of HD will contain 9 music tracks from WipEout Pulse, including tracks from Kraftwerk, Mason, DJ Fresh and Stanton Warriors. All the music is going to be mixed in 5.1 surround as are the sound effects.
7. You can use the SIXAXIS controller – where will you use it because we think steering at 100s of mph will be pretty difficult?
We are currently looking into this, we have a few ideas but we also share the concern of how useful full Sixaxis motion control will be at the highest speeds. There are however several ways we are looking into implementing it, it could end up linked into the weapon functionality or the ship pitch control it doesn’t necessarily have to link to the direct steering control of the ship.
8. Are you satisfied with the levels of online gameplay for the HD version?
As a designer I am never satisfied with anything I always want more, more features, more time, more everything concerning each and every aspect of the game. We are still working hard on the online side of WipEout HD and it is progressing well. The online gameplay is good and due to the plug-in modular system of design and code we can expand the feature set of the game through downloads, meaning that the initial online experience on launch can be added to over time to further enrich the experience.
9. After such a distinguished history, where does a franchise like WipEout go from here?
For the time being we are continuing to work hard on WipEout HD and supporting it through additional content. Beyond that, there is not much more to add at the moment, although on a personal level I think online functionality should play a large part in as many games as possible these days where feasible.
Miscellaneous

1. Who holds the fastest lap record on any track in the office?
That is most likely to be Karl Jones, one of the designers. He is pretty much established as the best player, although one of the programmers, Martin Linklater would argue otherwise, and recently I have been close to catching up too
2. If you could add one more weapon to the game, what would it be?

Well after Pure, we wanted the cannon back and so we added it. I’m not sure there is one off the top of my head. The weapons are integral to the game and the balance of the game and we consider them heavily. I guess in future I’d like us to maybe look at some sort of battering-ram / snow plough type effect but this would more likely be additional functionality for the Auto-Pilot as opposed a new weapon.

3. Is there a track you’ve always wanted to have on a WipEout game that you haven’t been able to get?
I guess that is music track…. We have tended to be very lucky with music in that we tend to get the people we want. People we have approached have been keen to provide us with work. Getting Kraftwerk was especially pleasing based on their history and body of work. From a purely personal point of view, there is a track on the Spawn soundtrack called No Remorse, it is Slayer featuring Atari Teenage Riot. I think a remix of that would be great, but it is purely my personal choice.

Puzzle Quest: Challenge Of The Warlords Now Ciderized For Mac


Critically Acclaimed Videogame Puzzle Quest: Challenge Of The Warlords Now Ciderized For Mac By TransGaming

TransGaming, a leading developer of portability technologies for the electronic entertainment industry, continues to expand the Mac gaming market by announcing that the award-winning video game Puzzle Quest: Challenge of the Warlords™ is now available on Mac. TransGaming has obtained exclusive rights to the Mac release of Puzzle Quest: Challenge of the Warlords from D3Publisher of America, Inc. The game is available immediately to Mac gamers for purchase and download online.

Puzzle Quest: Challenge of the Warlords offers a compelling twist on conventional gaming, allowing players to spend just a few casual minutes with the game or dedicate hours of game play at a time to their puzzles-and-role-playing experience. Puzzle Quest: Challenge of the Warlords is a critically acclaimed video game that artfully blends match-three puzzle game play with strategy, character-building elements and a persistent storyline. This combination of game play elements created an appealing new video game genre that entices casual and hardcore gamers alike, making it fun for the whole family.

"The partnership established by TransGaming to bring Puzzle Quest: Challenge of the Warlords to Mac consumers is another example of TransGaming's leadership in the gaming industry and how we are bringing some of the greatest and most compelling content to Mac gamers. Puzzle Quest is sure to delight the Mac audience and we are also excited about several new initiatives this Spring that will continue to change the landscape of Mac gaming and make it easier then ever for Mac consumers to enjoy the games they love," commented Vikas Gupta, CEO & President of TransGaming Technologies.

Puzzle Quest: Challenge of the Warlords was originally created by Infinite Interactive Pty. Ltd. and published by D3Publisher of America, Inc. The game has been enabled on Mac using TransGaming’s Cider Portability Engine, and is being published by TransGaming for digital release. TransGaming’s Cider Portability Engine acts as a "wrapper" around the game software, enabling it to run seamlessly on Intel-based Macs. TransGaming is working with the industry’s best to bring award-winning franchises, like Puzzle Quest to the growing Mac market.

Puzzle Quest: Challenge of the Warlords has received numerous accolades acknowledging the excellence of the game. These include the prestigious Best Downloadable Game at the 11th annual Interactive Achievement Awards, a Spike TV nomination for Best Handheld Game of 2007, a Best Puzzle Game of E3 2007 Award from IGN.com, and the esteemed iParenting Media Excellent Product Award for 2007.

The Mac version of Puzzle Quest: Challenge of the Warlords is available for purchase and download at www.gametreeonline.com.

EVERQUEST CELEBRATES NINE YEARS OF ONLINE GAMING ADVENTURES


EVERQUEST CELEBRATES NINE YEARS OF ONLINE GAMING ADVENTURES

Ground Breaking Online PC Game Continues to Deliver Exciting Game Play Experience

Sony Online Entertainment is proud to celebrate the ninth anniversary of the launch of the ground-breaking MMORPG, EverQuest this weekend. After its launch in 1999, EverQuest would prove to be a monumental entertainment property, spawning more than a dozen expansion packs, numerous cross-platform game properties and introducing millions of players to the virtual world of Norrath.

“It’s a great feeling to know that after nearly a decade, and fourteen expansions, EverQuest still resonates so positively with people all over the world,” said Clint Worley, Producer, Sony Online Entertainment. “Alongside its flourishing community, the in game world is still going strong and changing daily, further proving EverQuest is a living and breathing virtual world that will stay active into the foreseeable future.”

In honor of the ninth anniversary, EverQuest is hosting a variety of in game and fabled events throughout the year, the first of which are connected to the Planes of Power. On March 16th, a scavenger hunt will start with the NPC Garin Tvalish in Plane of Tranquility in which Garin will give players a clue book and a bag. Players will then get to figure out which items from the Planes of Power expansion those clues refer to, and combine them together in the bag to receive an in game reward. Also kicking off March 16th is a month-long in game event linked to the divinities and servants of the Planes of Power. Players will also notice that the might has increased for their favorites, such as the Thunder Giant Hreidar Lynhiilig and Rallos Zek the Warlord, allowing them to challenge the current player base. The gods have also been updated with commensurate loot to properly reward adventurers who are willing to take them on.

For more information about anniversary events and special downloadable items, such as the EverQuest timeline poster, or to jump back into EverQuest log onto www.station.com.

SAMURAI WARRIORS 2 XTREME LEGENDS REACHES GOLD



SAMURAI WARRIORS 2 XTREME LEGENDS REACHES GOLD STATUS

Samurai Warriors 2 Xtreme Legends Introduces New Characters, Scenarios and Game Mode

KOEI, recognized worldwide as the premier brand of strategy and action games, today announced that Samurai Warriors 2 Xtreme Legends has reached gold status and will be available throughout North America beginning the week of March 18, 2008 for Xbox 360 video game and entertainment system from Microsoft, and for the PlayStation®2 computer entertainment system.

The Samurai Warriors are back with a vengeance! This latest installment features six legendary samurai- each with their own storyline and powerful new weapons. With the introduction of Mercenary mode, the redesigned battlefields of “Okehazama” and “Shikoku”, and new charge attacks, fans now have even more reasons to come back and join the fight.

About Samurai Warriors 2 Xtreme Legends
Samurai Warriors 2 Xtreme Legends (SW2XL) introduces six new playable characters to the series, including Toshiie Maeda, Gracia, Motochika Chosokabe, Katsuie Shibata, Kojiro Sasaki, and Yoshimoto Imagawa.

In the new Mercenary mode, players will get the chance to hire other samurai to fight alongside them.

SW2XL can be “remixed” with Samurai Warriors 2 (SW2) to add new Xtreme Legends features to SW2 (sold separately). With the Remix feature, players can use the characters from SW2 in SW2XL. Players can also play SW2’s Story mode, Survival mode and Sugoroku modes using SW2XL’s new characters. The Remix feature also increases character growth level maximums from 50 to 70, adds new charge attacks and adds a 5th weapon level to each of the original Samurai Warriors 2 characters.

SW2XL for Xbox 360® requires the original Samurai Warriors 2 game disc (sold separately), and will be available exclusively on Xbox LIVE® Marketplace for 2400 Microsoft Points.

SW2XL for the PlayStation 2 can be played with or without the original Samurai Warriors 2 game disc. Consumers can find SW2XL for PlayStation 2 at the following retailers: Amazon.com, Best Buy, Game Crazy, GameStop, Gamefly, EB Games, and Wal-Mart.

Grand Thieft Auto IV to sell 9 million units, ship 6 million in first week


But title masks poor Take-Two portfolio, says Wedbush

With the highly-anticipated title Grand Theft Auto IV due for release late next month, Wedbush Morgan has said that it expects the game to sell over nine million units during the fiscal year, and that Take-Two is likely to ship six million of those in the first week of sale.

The analyst predicts the game will be responsible for around USD 450 million of Take-Two's expected USD USD 1.073 billion publishing revenue this year, generating USD 135 million of the company's operating profit.

But the expected success of the title does not compensate for the poor portfolio of titles for 2008 and 2009, says Wedbush's Michael Pachter, as Take-Two fails to produce timely sequels to its popular franchises, and delays key releases.

"As we look at Take-Two's line-up, we see GTA IV, and several games that look much like Take-Two games from past years," commented Pachter.

"We are fans of Midnight Club, but question the decision to delay the game's launch into the competitive Burnout and Need for Speed window as ill-advised. We also note that the Q4 2008 launch of Midnight Club will mark three and-a-half years between versions of the game, highlighting Take-Two’s failure to "sequelise" its key franchises on a regular basis."

Pachter pointed out that of Take-Two's touted franchises, the last Max Payne game was released in late 2003, Red Dead Revolver in May 2004 and Mafia in January 2004.

"Unless management surprises us, sequels to these key franchises will require five or more years of development," he said, noting that Max Payne 2 isn't due for release until 2009.

The analyst also remains unimpressed with other titles already announced by Take-Two, including Top Spin 3, Don King Presents: Prizefighter and Carnival Games: Mini Golf. "These games appear to us like the Manhunt, BIGS, All-Pro Football, Ghost Rider and Fantastic Four games of last year, when the company generated a net operating loss of more than USD 100 million," he said.

On the subject of the EA's proposal to acquire Take-Two, Pachter expects a resolution before the publisher's AGM on April 10, possibly even before the end of the month.

"We expect that in order to save face, Take-Two management will withdraw its demand that any discussions wait until after the launch of GTA IV, and we think that management will engage in discussions with EA," he said.

"We think that EA prefers to complete a friendly deal, and think that it is possible that Take-Two management can convince EA of the extent to which EA may have undervalued Take-Two shares, and believe that as a conciliatory gesture, EA management may be prepared to increase its likely USD 26 offer to somewhere close to USD 27."

"Again, we think investors will jump at the offer," he concluded.

Source: Games Industry

Grand Thieft Auto IV to sell 9 million units, ship 6m in first week

Nintendo Speeds Into Spring With Mario Kart Wii


Nintendo Speeds Into Spring With Mario Kart Wii

Hotly Anticipated Racing Game Includes Innovative Wii Wheel

This year, the typical signs of spring will be accompanied by the sweet sound of revving engines and the sight of lightning-fast shells whizzing around every corner. Mario Kart Wii is zooming toward its launch in the United States on April 27. The game comes with the intuitive Wii Wheel™, which makes it easy for novices to compete against veterans, so no one is left in the dust. And with a broadband hookup to Nintendo Wi-Fi Connection, players can compete with up to 11 other drivers from around the world for racing dominance.

"Mario Kart Wii transforms one of our most popular franchises into a race that every member of the family can join," said Cammie Dunaway, Nintendo of America's executive vice president of Sales & Marketing. "Driving with the Wii Wheel could not be more natural, and this is one place where speeding is encouraged."

Mario Kart Wii will include 16 new courses and 16 classic courses from previous Mario Kart games. For the first time ever, players have the option of racing with either karts or motorbikes. Players can also hit the road as their personalized Mii™ caricatures in addition to the handful of classic Nintendo characters found in the game. True to the series, the game features tons of racing, plenty of power-ups and oodles of objects for players to use to slow down other drivers. And 10 battle arenas will keep players busy between trips around the circuit.

The easy-to-use Wii Wheel will also be sold as a separate accessory, giving every driver in the household a chance to get behind his or her own wheel. And if veteran Mario Kart fans are afraid of getting smoked by rookie drivers using the Wii Wheel, they can rest assured that Nintendo has them covered. Mario Kart Wii supports four different control options: Wii Remote™ with or without the Wii Wheel, Wii Remote and Nunchuk™ controller combo, Classic Controller and even the Nintendo GameCube™ controller. So there's bound to be a configuration that fits everyone's style.

Mario Kart Wii launches with a new channel added to the Wii Menu to enhance game play: The Mario Kart Wii Channel. This new channel builds on the huge online community of Wii owners and lets players compete in tournaments, check worldwide rankings, see when their friends are playing and download ghost data.

Remember that Wii features parental controls that let adults manage the content their children can access. For more information about this and other Wii features, visit Wii.com. For more information about Mario Kart Wii, visit MarioKart.com.

Sushi Mania mobile cellphone game released


Hands-On Mobile 'Rolls' Out Sushi Mania Across the Globe

Sushi Mania launches as part of Hands-On Mobile's 'Best of Korea' program.

Hands-On Mobile™, the world's leading developer of connected games and applications, announces the launch of Sushi Mania on all US and European carriers. Sushi Mania comes to the US and Europe as part of Hands-On Mobile's 'Best of Korea' program, which has brought titles like Heroes Lore: Wind of Soltia to mobile gamers and offers them the chance to experience the very best titles from one of the world's most advanced mobile gaming markets.

Sushi Mania takes players on an adventure through 20 game worlds, packed with moving obstacles, tasty treats and hungry enemies. The player selects from 12 different cute sushi characters, each with their own skill and ability, and then rolls their piece of sushi around the levels, leading them on a mission to track down missing ingredients, and, ultimately, the missing sushi chef. The three-button control system is designed to be simple and intuitive for players, while allowing them the freedom to do high jumps, break blocks, navigate collapsing walkways and teleport.

"Sushi Mania is a perfect example of why we established the 'Best of Korea' program. This combination of bite-sized, fun game play and cute characters will appeal to a wide audience; it is a great mobile game and is receiving rave reviews," said Michael Temkin, CTO and EVP of Operations, Hands-On Mobile. "We are looking forward to bringing more hit games from Korea to Europe and the US."

Sushi Mania has already received a string of accolades with The UK's Guardian Games Blog saying "If you've already played the Sonic mobile conversions, or just want a candy cute little platformer for a few hours of retro-tinged fun, download Sushi Mania as soon as you can." Other reviews include 90/100 from Project NeXt, 81/100 from Mobile Game FAQ's and an 8/10 silver award from Pocket Gamer, which stated: "Sushi Mania is a feature-rich and interesting package that's well worth a round of chopstick-clacking applause."

The sushi's world has a distinct and strong graphical design that ensures it will appeal to all mobile users, but not everything is quite so friendly. It is the player's task to avoid the deadly menaces that loiter around the landscape; hungry for the sushi ingredients the player needs to collect. The player can also gather coins as they travel, which unlock more levels and special features including six mini-games designed to offer players a bite-sized snack they can return to.

Gems Quest PC game - Sixty levels of gem-matching puzzling fun


Enjoy the Spirit of Adventure with Gems Quest!

Sulus Games announces the immediate availability of Gems Quest, a perfect mix of an enjoyable arcade game and exciting adventure. It provides players with an ultimate opportunity to enjoy 60 levels with compelling tasks to complete.

The game includes an innovative match 3 arcade mechanics. Gems Quest defines itself as a well-developed game with high-quality graphics and eye-pleasing special effects. The rules of the game are totally easy to learn, so you do not need to be a skilled match 3 player to get accustomed to the game mechanics. High-quality 3D episodes telling the story of the main hero are presented in a comic strip manner.

Since the very launch of the game the fleeting spirit of adventure will capture your thoughts and take you to a faraway country deep into the jungle. You will learn the story of young girl Sasha. In the book of legends she finds out that there is a cure of all illnesses: a very rare red flower. She needs it very much. So, gathering all her braveness she decides to take a trip to deep jungle forests, the only place on earth where the rare flower is said to grow. We are meeting Sasha the moment her doggy, finds a marking on the ground that signifies an ancient temple. She quickly throws all reasons aside and ventures off to investigate.

Gems Quest has 60 professionally designed arcade levels. The objective is to move blocks with arrows by clicking on them to make matches. You can match three or more blocks. The gold you receive with a match fills the plate in totem's hands. When the plate is full, the level is complete. Gems are moved indirectly by moving adjacent arrows. The direction of an arrow changes upon collision with the wall. The game also includes a new kind of Power Ups, helping you to collect more gold or break up obstacles.

Pricing and Availability

Gems Quest runs under 98\Me\2000\XP\Vista and costs $19.99 (USD) for a single-user license. Licensed customers are entitled to enjoy the game without any time limitations. Additional information on Gems Quest with its download version limited to 60 minutes of game play is available from www.sulusgames.com.

ELSPA Disappointed in British Budget 2008


Commenting on today’s budget statement, Paul Jackson, Director General, Entertainment and Leisure Software Publishers Association (ELSPA) said;

‘We are disappointed that the Chancellor missed the opportunity today to offer French style tax breaks to UK developers. However, positive discussions continue with the Treasury and we are hopeful of persuading them of the economic argument to support our case in due course.’