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Tuesday, May 20, 2008

360 to DS connectivity was cut from new Viva Pinata game!


Viva Pinata: Trouble In Paradise designer reveals that they had successfully connected the Xbox 360 and DS versions of the paper animal game...but it was too late."We got it to work, but it was too late in the development cycle...if only they'd thought of it sooner,"It's one of those things where you just kick yourself."

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Pteroglider, Space shooter re-launched under a freeware license


Pteroglider, a discontinued 2.5D space shooter from Codeminion is now available as a free download from the Casual Game Harmony blog.

Maciej Biedrzycki, Codeminion co-owner and an author of the Casual Game Harmony weblog announced that Pteroglider, the company’s discontinued space shooter has been re-released as a freeware game. Soon after the game was originally launched in April 2004 it has been removed from the online stores due to Codeminion’s focus changing towards the casual games market. The unrestricted full version of the game can be downloaded from the Casual Games Harmony blog.

Full Version of Pteroglider can be obtained here

Joymax Announces New Silkroad Online Expansion with a Mountain of New Content


Legend III Roc Mountain to Feature Never-Before-Seen Areas, Quests, Weapons, and More

Joymax, an independent developer and publisher of interactive entertainment for the global market, today announced a new expansion for its massively popular free-to-play MMORPG, Silkroad Online. Entitled Legend III Roc Mountain, the expansion will give players access to a mountainous new area west of historical Karakoram, and promise high-altitude adventure amongst the desolate peaks and rocky terrain. Treacherous new monsters that call the forbidding mountain ranges home will challenge even the bravest and most seasoned of adventurers as they take on epic quests to obtain the most precious armor, weapons, and shields available in the magical world of Silkroad Online.

New features for Legend III Roc Mountain include:
• New area: Explore the elevated battlegrounds of Roc Mountain
• Increased level cap: Advance to level 90 to earn new items and skills
• High-level monsters: Clash with treacherous monsters including the mighty Shaitan, the reclusive shaman with deadly summoning abilities
• Ninth degree items: Obtain the full set of never-before-seen armor, shields, weapons, robes, and accessories
• Brand new quests: Take on new high-level quests such as “Sayun’s Quest” for a chance to earn items like “Spirit Fragment”

Nintendo add six games to WiiWare in Europe


Today marks a momentous occasion on Wii as WiiWare storms onto the console. Get set to expect the unexpected as a raft of original, fresh and thrilling games from first and third party developers become available to download directly onto your Wii, through the Wii Shop Channel.

Kicking off WiiWare’s launch in style, six superb new titles from developers across Europe and the world are available to download now! Why not treat yourself to the following:




1. Dr. Mario & Germ Buster from Nintendo

The all-time puzzle classic returns for the Wii generation, featuring online gameplay and a new Germ Buster mode! Destroy all the viruses trapped in the bottle by dropping and slotting capsules to create lines of matching colours. The more viruses you clear, the faster the capsules drop.

In Dr. Mario, challenge the computer in 1 Player mode, go head-to-head with a friend in 2 Player mode, or prove your skills against the world via Nintendo Wi-Fi Connection. You can also send a demo version of the game to a friend (within your region) using WiiConnect24.

In Germ Buster (based on the relaxation game in More Brain Training from Dr Kawashima), up to four players can use their Wii Remotes to grab, spin and slot capsules as your Miis try to keep the nasty bugs at bay. Who thought that catching germs could be so much fun?

Dr Mario & Germ Buster is available now for 1000 Wii Points.


2. FINAL FANTASY CRYSTAL CHRONICLES: My Life as a King from SQUARE ENIX

According to legend, a deserted town now serves as the lifeless reminder of a once powerful kingdom. The young son of an exiled king reaches this land after a long journey, finding only an abandoned castle – and a magic crystal. Though tarnished by years of neglect, the crystal has maintained its luminous glow and bestows upon the boy the power of architek, the ability to manifest memories into reality. With the help of loyal servants and audacious adventurers, the new king dutifully prepares to rebuild his people’s homeland in this new realm.

FINAL FANTASY CRYSTAL CHRONICLES: My Life as a King can be downloaded now for 1500 Wii Points.


3. LostWinds from Frontier

LostWinds is a fresh, enchanting adventure that lets you wield the awesome powers of Enril the wind spirit - from raging tornados to the gentlest breeze – to guide and protect Toku, a young boy who is the only one who can help you release the curse placed upon the world of Mistralis and its people by evil Balasar.

Mistralis is a stunningly presented, magical land full of wonder and intrigue that bursts to life with your every action and exploration. LostWinds’ novel, playful controls let you use Enril’s elemental powers to jump and glide Toku through Mistralis’ different regions, buffet and smash enemies and solve puzzles on their journey to a dramatic showdown. Bursting with new gameplay ideas that embrace the Wii controller, LostWinds puts the power of the wind in the palm of your hand.

LostWinds is available now for 1000 Wii Points.


4. Star Soldier R from HUDSON SOFT

A new kind of shooter where players aim for the best scores within a 2 or 5-minute time limit! Develop various scoring strategies and pump out those points within the breakneck timeframe! In-depth gameplay, tons of replayability!

Assembled in record time to counter the advance of a powerful enemy, the mysterious Brain Forces, the "Caesar" starfighter takes off to fight for the very future of mankind!
Shoot down countless enemies, upgrade your ship to the max with power-ups hidden throughout the levels, and carry out an all-out assault against the core of the enemy fortress! Combining the excitement of shoot'em-ups with in-depth scoring strategies, this state-of-the-art competitive shooter will keep you coming back for more!

Upload your best scores with the Nintendo Wi-Fi Connection, and pit your skills against the world's best fighter pilots from the comfort of your living room!

Hone your skills and show the world who's boss!

Download Star Soldier R now for 800 Wii Points.


5. Toki Tori from Two Tribes B.V.

Toki Tori is his name and collecting eggs is his game! In this puzzle / platform game, players get to use a variety of items such as the Telewarp, InstantRock™ and Slug Sucker. Clever use and combinations of these items is needed to solve all the game's levels, of which there are more than 70. These levels range from easy to brain-teasingly hard, resulting in dozens of hours of puzzle play-time.

Toki Tori makes the most out of what the Wii was to offer. It uses of the Wii Remote for a unique control scheme, which offers players a new and more relaxing play style. A second player can help you out, by drawing hints while you are playing. The game even uses the Wii Message Board in a unique way!

In short, Toki Tori:
- is a puzzle / platform game
- offers dozens of hours of gameplay
- uses the multiple Wii Remotes for a new play style
- uses Wii Message Board


Toki Tori is available to download now for 900 Wii Points.


6. TV Show King from Gameloft

Become King of a fun TV trivia show! Confront friends and family with your Mii and see who is the smartest! Confront friends and family in a TV quiz game show! Let your Mii try to answer fun and challenging trivia questions, from the classics to original stumpers, spanning across history, geography, literature, science, sports and entertainment! For an extra challenge, use your Wii Remote in original ways. Make it to the finals and see who can win the greatest amount of cash in one last, ultimate duel. TV Show King will challenge your brain! Now, get ready… get set… and go play TV Show King!

- Have fun and test your general knowledge with more than 3,000 questions on all kinds of subjects; for an alternately serious and hilarious game.
- Use your own customized Mii as your in game character for a truly immersive experience.
- Numerous entertaining themes including music, cinema, entertainment, history, geography, sports, common knowledge, fun and pop culture.
- Answer the questions following the different game rules: use your Wii Remote as a torch light, as a scratching tool or as a pointer.
- A true animated TV set: highly colourful characters (a host, a DJ and a cheering crowd)
- A turning wheel to spice up the game: double your gain, loose everything or swap your cash!
- Increasing tension with an increasing difficulty and stakes!


Download TV Show King for 1000 Wii Points.

Magma Caverns PC game - developers diary


Lead World Designer, Michael Hutchison and Mission Designer, Jason Ford, Talk About the Latest Design Changes to Magma Caverns

NCsoft reveals two developer diaries highlighting the latest development updates to the highly acclaimed, Richard Garriott’s Tabula Rasa. These insights focus on the reconstruction of the Magma Caverns with its brand new map layout and entirely new missions. Lead World Designer, Michael Hutchison looks into the physical design changes within the game from a world-building perspective, while Mission Designer, Jason Ford views the same instance from the game mechanics point of view.

Jason Ford, Mission Designer:
We’re working hard to add brand new maps and missions to Tabula Rasa, but we are also taking the time to polish and add exciting new content to our existing maps and missions as well. The re-work we’ve done for Magma Caverns is a little bit of both of these things combined, so we thought it might be interesting to talk about the revamping of Magma Caverns.

For several reasons, we decided to completely re-do the level design and create brand new missions for Magma Caverns. The current live version will be replaced in the Deployment 8 update with this newly redesigned version. While the ideas in the original were good, we felt that the implementation was not realizing its own potential.

First, a little bit of background. Magma Caverns is currently built for players around level 45, and the level of the instance will remain the same in the reworked version (level 44 – 46). You can access the instance by traveling to the Western edge of Torden Abyss on Planet Arieki. Both the original instance and the new version are based on an ethical parable where the players are given a choice that affects the mission line and story progression for the rest of the map. Initially, the players were instructed to enter Magma Caverns to find a renegade science team and bring them back for court martial, or execute them if they resist. The player was then given the choice to either fight or help them. When we redesigned the map, we ripped out all of the old missions and designed entirely new missions from scratch, including a brand new type of choice mission for groups. As a result, the new storyline is differs slightly from the original.

Magma Caverns was originally designed in such a way that players were unable to play through a large portion of the instance, because only certain areas of the map were available depending on the choice players made near the beginning of the map. For example, the spawning of creatures in the map was dependent upon the choice players made in the choice mission previously mentioned. If a player skipped this part of the mission for any reason, there wouldn’t be anything for players to fight against. Also, since the choice mission wasn’t repeatable players couldn’t try the other choice, and there would be nothing left for players to do if they chose to revisit the map after completing it the first time. Lastly, if a group of players went into Magma Caverns together, the choice in this mission would be decided by the first player to make a decision, regardless of the opinions of his/her group. All in all, we felt that there were fundamental issues in both the mission and level design that needed to be addressed.

Our solution to this problem involved keeping a lot of the original ideas behind the design of Magma Caverns. For instance, we really liked the idea of having a choice mission at the beginning of the map that resulted in playing the map in one of two different ways. In rethinking Magma Caverns and choice missions, one of our designers, Berenger Fish, came up with a brand new way to script together a choice mission in Tabula Rasa. It allows members of a group to vote for a choice in this mission and reach a decision for the group based on the majority vote (solo play is also available). The result was a choice mission appropriately titled “Consensus.” Like the original choice mission, “Consensus” gives players a choice to side with either the Rebels or the Penumbra , the two warring factions in this map.

We also added two new factions created specifically for the missions in Magma Caverns. With the redesign, players can join either the Rebel or the Penumbra faction. Rather than spawning the map with either Rebel or Penumbra as a result of players’ choices, we spawned the map with both, and players’ factions are changed according to their choice or their group’s choice during the “Consensus” mission. With the new faction system in play on Magma Caverns, the Rebels and Penumbra are either hostile or friendly to players, and always against each other. This way we could create a real battle that players could choose which side to support.

If players choose to side with the imbedded Rebels, they will defend against Penumbra assaults and eventually take part in an attack on the Penumbra’s landing zone. On the other hand, if they side with Penumbra, players will participate in the assaults against the Rebels, eventually attempting to take over the Rebel Camp and run the Rebels out of Magma Caverns.

Regardless of which side of the battle players are on, they will have the option to call in reinforcements to help them in the battle if it gets tough. Also, special Penumbra or Rebel waypoints and hospitals will become available to players depending on which side they choose. There are even bonus objectives in the missions for both Rebels and Penumbra. Players will have the opportunity to earn extra experience points and credits depending upon how well they defend certain key points in the map for both factions.

Since “Consensus” is a repeatable mission, players will be able to re-visit Magma Caverns any time they please. They can return at a later time to side with the faction they didn’t go with before and experience the other half of the missions for this map. There is also a side mission to defeat a giant Magmonix that’s hostile to both factions known as “Ember.” Players can experience this mission regardless of the side they choose.

We hope players enjoy the brand new look and feel in Magma Caverns, and we’re working hard every day to bring them exciting and new experiences in Tabula Rasa. Hopefully the work we’ve done in Magma Caverns will be seen as a good example of what players can expect to see as we continue to grow and enhance Tabula Rasa altogether.

Michael Hutchison, Lead World Designer:
The rework of Magma Caverns was undertaken as part of our team’s efforts to make each area of the game as consistent as possible with the other areas of the game. We’re always looking at ways to make the players’ entire experience in Tabula Rasa feel as polished as possible, and to improve upon areas that might not hold up as well as others. With Magma Caverns, we felt we had a really great opportunity to make dramatic improvements to map flow, mission design, visual interest, and overall quality of presentation. I am here to talk about my perspective on what Magma Caverns was and what it will be, with Deployment 8, coming up soon.

As we considered the area more, we got excited by some new ideas, and the prospects of making some notable improvements to the map and its missions for the players. We were motivated by a few main concerns, which guided our criteria for the re-work. Among them: that the instance should offer more level-appropriate content, that it should have a tone in keeping with the storyline, that its conclusion should be more satisfying, and that the visual points of interest should be highlighted in more dramatic ways.

The layout of the previous version of Magma Caverns didn’t allow for a direct flow through the space, in keeping with the sequence of events in the missions. In fact, it was even possible to miss entire sections of the map depending on the path you took within the instance. So, the map just wasn’t being fully utilized. Of course, changing this was important so that no player would feel cheated out of content and visuals. Plus, as developers, we just want to make sure players get to see all of the things that we spend so much time creating! All of this prompted us to look at how the map was built from the ground up, and identify ways to drive players to each area of the map regardless of the choices they made, while also eliminating any backtracking. Essentially, we ended up giving Magma Caverns a complete overhaul.

In looking at the world design of the previous map, there were areas that I thought were very well done, some areas that I felt had greater potential, and some locations we felt needed to be added in order to support the story and backdrop of Torden Abyss. We added a new location called the “Arkhara Research Station,” which is an abandoned Brann research station that monitored the seismic and volcanic forces at the nearby “Agni’s Cauldron” caldera. We placed this new location at the entrance to the map, and it is there that the player will make the choice of whether to align himself with Penumbra or the Rebels. This choice will lead to one of two locations beyond: via teleporter to the Rebel Camp, or through an adjacent cavern to the Agni’s Cauldron point of interest. Either choice will send the player on a mission chain which will lead them on a path through the entirety of the Magma Caverns instance.

Agni’s Cauldron is one area that was left virtually unchanged from the previous version of Magma Caverns, although players will now enter it from a new location which makes a stronger first impression. Agni’s Cauldron was a cool and unique area already; I simply added additional polish through some new visual effects and lighting, and tuned the sky a bit to make it feel like it is part of a much bigger environment above.

In a remote corner of the previous map, there was a small, but well done location where some raintree seeds had been able to take root via some small holes in the cavern ceiling. This small grotto provided a contrasting glimpse of life in an otherwise hostile underground. I really liked this concept and wanted to expand it into a full blown point of interest and make it into one of the signature locations of Magma Caverns. And so was born the “Sakra Oasis,” where a caved-in cavern ceiling has allowed a grove of raintrees to enter from above. This creates a parallel to the Ruins of Tampeii area on the Torden Abyss shared map, where the same thing can be seen happening; so this was a nice way to tie the instance in with what the player already knows about the environment surrounding Abyss.

Another place where I took a previous idea and expanded on it is at the Magmonix Grounds, where a Magmonix graveyard is caught in the middle of the struggle between the Rebels and Penumbra. The original map had a small cave, somewhat off the main path, which had some Magmonix remains tucked away inside. Again, I liked this concept and wanted to expand it into a larger, more unique, and fully realized location. So, I created a cave section off of the Magmonix Grounds to create the graveyard. Adding this location served a few purposes. First, it provided an area with more level ground, which, due to their size, works better for these creatures’ movements. It also makes engaging in combat with them easier, since the player has more space in which to move around. Having Magmonix in the map is important because they add more indigenous life to the Magma Caverns, therefore helping to present a more complete ecosystem. Lastly, just having the location there tells a story about Magmonix, how and where they live, and what they do when they die. It’s a small way to enrich the fictional backdrop of the game and its settings.

All in all, we’re very satisfied by the work we did to improve this instance, and hope that those players who have seen the previous version will agree. For those who have not yet seen the Magma Caverns, I hope they’ll find its visuals unique, and its replay-ability exciting.

City of Heroes - City of Villians developers diary


Senior Art Lead, Ken Morse, Details the Process that took the new Cimerora Area from Concept to Completion

NCsoft’s Senior Art Lead, Ken Morse gives an insight into the process that took the Cimerora area, inspired by Greece and Rome, from concept through to completion for the forthcoming release of Issue 12: Midnight Hour for City of Heroes/City of Villains.

As the Senior Art Lead, it’s my job to figure out how to turn Positron and the rest of the team’s ideas into visual realities. Coming from both a film and environment art background, I am always excited when the opportunity to create new settings for the game presents itself. A Task Force inspired by ancient Greece and Rome, however, was genre-stretching territory we’d never ventured into before, and presented some serious challenges.

Could Heroes and Villains of every imaginable variety fit into an ancient, fantastic setting? Would Cimerora feel as connected to the Hero and Villain experience as Atlas Park or Mercy Island? Would it be exciting to see super powered battles between leather and bronze clad warriors in sandals versus Heroes and Villains in tights? I’d like to give you a glimpse into the process that took Cimerora from concept to completion!

Creating Cimerora: The Process

1 – Genesis of the Idea
Creating Greek and Roman inspired mission content was something that we wanted to do with Issue 11: A Stitch in Time. It was always a goal of ours for that Issue to really make you feel like a time traveler by going back to ancient times and interacting with the locals there. Unfortunately, when all the art tasks for Issue 11 were estimated, it became apparent that we would not be able to complete it for that Issue. We did, however, start work on several assets that we knew we would need once we got the content underway.

2 – Mission/Zone Concept
For Issue 12, Positron (Matt Miller) and Hero 1 (Joe Morrissey) had a time traveling Task Force in mind with several fairly epic missions. It quickly became clear that in order to truly support the Task Force content, Cimerora would need to become a place of its own.

Taking Heroes and Villains to ancient times was a huge challenge conceptually and visually, and we felt that providing a persistent area for players to explore, team up in, and even resurrect if needed, would help make the experience feel more natural.

Another key conceptual goal for Cimerora was to make it feel like a real place, rather than just a play space. To make this a reality, we decided that all mission and zone content should be interconnected, forming a more continuous geographical area for players to explore.

3 – Asset Concept and Creation
While Hero 1 retreated to his cave to design the mission and story content of the zone, I drew up a rough map of the spaces we’d need and the environment artists began gathering reference and prototyping assets for the zone.

For signature architecture and locations we turned to our fantastic concept artist, Carolina Tello Alvarado, who illustrated all of the key architecture and iconography for Castellum Quarter and the Oracle’s Island . These illustrations, along with the advance work we did during Issue 11, helped the environment team work quickly and effectively to create and refine literally thousands of new visual assets encompassing everything from cliffs and terrain to buildings and fortresses.

4 – Environment Layout and Prototyping
Once the library of Cimeroran assets had begun to take shape, Don Pham and Ryan Roth of our environment team worked closely with Hero 1 and War Witch (Melissa Bianco) to create the map layouts you’ll find in Cimerora. Reveals and vistas were carefully planned and “white boxed” in order to ensure that the story was revealed visually as intended. “White boxing” is the process of using an easily changeable, temporary layout to make sure game play, “pathing” and overall flow is working properly.

5 – Revision
White boxed zones often change daily based on play testing, story modifications; or simply because some ideas sound great on paper, but don’t work so well in game. This was the case with the Castellum Quarter mission map for the Time’s Arrow Task Force. The original design of Castellum Quarter called for a high class temple district with beautiful gardens, but when the environments were created in the editor, it became apparent that the mood just wasn’t sinister and epic enough to sell the story content. The white boxed level was torn down, and a new Castellum Quarter was born as a huge fortress atop craggy cliffs , connected by soaring bridges.

6 - Population, Revision and More Revision
As the Art and Design teams reached consensus on the layouts for Cimerora and its associated missions, War Witch began drawing on the fantastic Greek and Roman inspired characters and costumes Jay Doherty created as well as the spectacular new animations and FX that Back Alley Brawler (Chris Bruce) and the animation team supplied to populate each map with dynamic spawns and NPCs.

Shortly after the maps were populated and missions were hooked up, it was time for play testing, and inevitably, more revisions!

7- Polish and Release
During the final days before release, feedback from internal play tests as well as from closed and open beta testing is examined. Game play is tweaked, geometry holes are plugged, and textures, scene settings, music and audio are all finalized for release. By the time you set foot in Cimerora, its final content will have been contributed to by almost every member of the Art and Design teams.

Final Words
Cimerora is one of my favorite places in the CoH/CoV universe, and is a truly unique zone that has allowed us to push the game’s visuals and level design in new, more focused and immersive directions. I hope Heroes and Villains alike find their travels in Cimerora to be as exciting and memorable as it has been for the team to create this new zone!

Worlds most advanced puzzles


Leading logic puzzle supplier Conceptis announces a new website today dedicated to logic puzzle enthusiasts. Promised to be the most advanced puzzle website ever created, conceptispuzzles.com aims to change everything about how we play logic puzzles on the Internet.

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BMW Racing game come to your mobile - cellphone


Hands-On Mobile, the world's leading developer of connected games and applications, today announces that it has entered into a licensing agreement with BMW AG and Nürburgring GmbH, owner of the Nürburgring Nordschleife track, to bring the game BMW Racing to mobile phones this summer. Developed by independent UK studio FinBlade, BMW Racing features the latest high performance BMW cars and allows players to experience the thrills of racing round the world-famous Nürburgring circuit.

BMW Racing will feature six officially licensed cars, including the M3, M5, M6 and the current season Formula One racer BMW Sauber F1.08, with each car featuring realistic car handling that feels different for each vehicle. Players will race in one of two different modes – 'Challenge' and 'Time Trial' – around the Nürburgring Nordschleife, which at 20.8 kilometres long is considered to be the longest, toughest and most demanding purpose-built race track in the world.

"Brand extensions are a great way for companies to reach new markets and the ubiquity of the mobile phone means mobile brand extensions in particular have the potential to reach huge numbers of consumers," said Greg Robinson, General Manager of Hands-On Mobile EMEA. "In the past we have worked with brands such as Marvel and World Poker Tour and have delivered top selling mobile games and content across the globe and we are looking forward to doing the same for BMW Racing."

BMW Racing will be launching on carriers across Europe, APAC and Latin America this summer.

Metal Gear Solid Konami's first N-GAGE mobile game


KONAMI to develop products for NOKIA's mobile game service N-GAGE

METAL GEAR SOLID MOBILE marks first title for release this summer

KONAMI will begin provisioning of METAL GEAR SOLID MOBILE for NOKIA's mobile game service, N-Gage scheduled to start in late June, 2008. METAL GEAR SOLID MOBILE is original content created exclusively for the mobile platform and based on the METAL GEAR series.

3D graphics and camera work were used to reproduce the "Infiltrate without being seen by the enemy" tension that is characteristic of the "METAL GEAR" series. "METAL GEAR SOLID MOBILE" utilizes the handset's camera to incorporate gameplay that can only be experienced on the mobile platform. The camera function is used to change the color of the character's suit as well as provide an optional control for a portion of the game. The N-Gage release of the game supports five languages: English, French, Italian, Spanish and German.

"METAL GEAR SOLID MOBILE" was developed in conjunction with Ideaworks3D utilizing their Airplay 3.5 SDK.

"METAL GEAR SOLID MOBILE" received top honours at the 2007 International Mobile Gaming Awards (IMGA), taking both the Grand Prix and Operator’s Choice Awards.

NOKIA's "N-Gage" is a mobile game service that began in April 2008 and is supported on "N-Gage" compatible handsets that are available worldwide. Users can compete with players from around the world and also participate in the "N-Gage Arena" game community.

In providing content for the "N-Gage" service, KONAMI will offer a new gaming experience to mobile phone users around the world.

PC Game - Art of Murder coming to America


City Interactive, one of Poland’s largest games developers and international multi-format publishers, announced today the appointments of Gabriel Del Castillo to the position of CEO Americas and Lisa Rivera as Vice President Sales North America as part of the company’s plans to expand into North and Latin American markets. The company will launch its first U.S. titles, the critically acclaimed PC adventure game Art of Murder: FBI Confidential and Code of Honor 2, a first-person shooter for the PC, later this summer.

“City Interactive is pleased to have such a great team in place to spearhead our expansion,” said Marek Tyminski, CEO and Founder, City Interactive. “Because Art of Murder is one of the best-selling adventure games in Europe and the best-selling game in the history of our company, it’s a natural product for our North American and Latin American launches.”


City Interactive Americas is headed by Gabriel Del Castillo, who has extensive experience working for IBM, Price Waterhouse, Andersen Consulting and others.

“City Interactive’s culture of adapting to each market segment and capitalizing on the economies of scale that our own globalization allows, gives us the edge to successfully compete in these important markets,” said Del Castillo. “We are starting with PC games, but we will soon establish the company as a multiplatform publisher. With our global know-how and great game content, we’re set to make an impact from the start.”


Lisa Rivera, who has worked for such noted video game companies such as Take Two Interactive, Nintendo of America, Inc. and GT Interactive, brings twenty plus years of video game industry sales and marketing experience to City Interactive’s team of experts.

“City Interactive has a great team of people dedicated to making great games,” said Rivera. “I am so excited to be a part of the team launching the company in the U.S. and Canada. Our flagship title Art of Murder is sure to be a hit with adventure gamers, and this is just the start of the great games the company will offer.”


Based in Warsaw, Poland, City Interactive debuted on the Warsaw Stock Exchange in November 2007 with much success. City Interactive aims to offer affordable games for casual and special interest gamers with a wide range of titles for the PC, Handhelds and Next-Gen consoles.