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Wii Gets Price Cut To $199

September 24th, 2009 Matt Jo No comments

After watching Microsoft and Sony drop the prices on the Xbox 360 and the PS3, Nintendo has decided to jump in with a price cut as well. Starting September 27th, the Wii will cost $199 in North America, a $50 drop from the previous price. Japan will be getting a slightly smaller price cut, but Europe seems to be left out of this change. Nintendo is hoping this reduction and the release of New Super Mario Bros. Wii and Wii Fit Plus in the coming months will boost slipping sales rates. Read more of this story at Slashdot.

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The PS3’s "Yellow Light of Death"

September 18th, 2009 Matt Jo No comments

Xest writes “More and more reports are appearing about PlayStation 3 consoles failing in a similar way to the earlier models of the Xbox 360, except for Sony, it’s the ‘Yellow Light of Death.’ The BBC has an interesting article which suggests the problem could be almost identical to that which caused the Red Ring of Death — poor soldering connections. From the article: ‘Several of those businesses have told Watchdog that the vast majority of consoles they see with the “yellow light of death” can be repaired by heating up specific parts of the circuit board. This process is called solder re-flow. By heating the connections between the components and the circuit board to temperatures in excess of 200 Celsius, the metal solder joints melt, just like they did when the device was first assembled. Console repairers say that this process method is commonly used to repair fractured connections, or dry joints.’ But that’s not the only rule from Microsoft’s playbook Sony has been following; while they have admitted 12,500 out of 2.5 million systems have failed (a convenient 0.5%), they refuse to release full figures of failure rates, citing them as being ‘commercially sensitive.’ Unfortunately, Sony does not appear to be following Microsoft’s lead with regard to an extended warranty, stating that if a PS3 fails after 12 months, it is not their problem. In the UK at least, the Sale of Goods Act would disagree with that statement.” Read more of this story at Slashdot.

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Activision CEO Warns Sony That the PS3 Needs a Price Cut

June 20th, 2009 Matt Jo 2 comments

Bobby Kotick, President and CEO of Activision, one of the largest game companies in the world, has come out with a none-too-subtle warning to Sony that they need to seriously consider a price drop on the Playstation 3. Rumors have been circulating for months that such a drop was forthcoming, but Sony has staunchly denied that they had any plans to drop prices, Kotick said, “The PlayStation 3 is losing a bit of momentum and they don’t make it easy for me to support the platform. It’s expensive to develop for the console, and the Wii and the Xbox are just selling better. … They have to cut the price, because if they don’t, the attach rates [the number of games each console owner buys] are likely to slow. If we are being realistic, we might have to stop supporting Sony.” While it’s unlikely that Activision would follow through with such a threat, it definitely adds to the pressure Sony is feeling to lower the PS3’s price. Sony issued a brief response which said nothing of consequence. Read more of this story at Slashdot.

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Categories: Games, On the Web, Sony

Activision threatens to stop making PS3 games

June 19th, 2009 Matt Jo 2 comments

The CEO of Activision – the largest third-party games software publisher in the world – has threatened that his company “might have to stop supporting Sony” unless the cost of the PlayStation 3 is soon reduced. “I’m getting concerned about Sony; the PlayStation 3 is losing a bit of momentum and they don’t make it easy for me to support the platform. It’s expensive to develop for the console, and the Wii and the Xbox are just selling better. Games generate a better return on invested capital on the Xbox than on the PlayStation,” Activision CEO Bobby Kotick told The Times . “They have to cut the price, because if they don’t, the attach rates are likely to slow,” he added. “If we are being realistic, we might have to stop supporting Sony. When we look at 2010 and 2011, we might want to consider if we support the console — and the PSP too.” Dystopian future for PS3 So, in Kotick’s currently rather dystopian view of PlayStation’s future, unless Sony can reduce the cost of the hardware to the consumer and boost sales considerably over the next twelve months, there is a likelihood that PlayStation gamers will stop seeing annual refreshes of their favourite Activision gaming series such as Call of Duty , Guitar Hero , Tony Hawk and more in 2011 and beyond. Activision currently has a market value of $16 billion (£10 billion). Guitar Hero alone grossed more than $1 billion last year. “It was as big as Titanic [the film] with better margins,” boasts Kotick. Via The Times Related Stories In Depth: The evolution of gaming graphics Exclusive: Native iPhone 3G S gaming a long way off Wii bowling ball accessory breaks cover Steve Ballmer confirms Natal Xbox 360 for 2010 Alt-Delete: Hollywood does videogame comedy

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Alt-Delete: Hollywood does videogame comedy

June 19th, 2009 Matt Jo No comments

A new movie based on videogame culture is in development, though this time it is a ’sci-fi comedy’ and not (yet another) sub-standard horror based on a Resident Evil spin-off. “Nearly one year after forming Unique Features with a three-year first-look deal at Warner Bros, Bob Shaye and longtime partner Michael Lynne have assembled a formidable slate of films,” reports Variety in the latest news reports coming out of Tinseltown. Sci-fi gaming comedy Warner Bros is backing Shaye and Lynne’s Alt-Delete , described as “a sci-fi comedy scripted by Tim Kelleher and Danny Zuker in which two guys working for a vidgame publishing company come to realize they are avatars in a larger game.” Tim Kelleher and Danny Zuker, have plenty of TV sitcom experience, so we can only hope that they hit the right notes to manage to make Alt-Delete both funny and culturally relevant to the gaming generation. Related Stories In Depth: The evolution of gaming graphics Exclusive: Native iPhone 3G S gaming a long way off Wii bowling ball accessory breaks cover Steve Ballmer confirms Natal Xbox 360 for 2010 Activision threatens to stop making PS3 games

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Wii bowling ball accessory breaks cover

June 18th, 2009 Matt Jo No comments

After having had the pleasure of playtesting the awesome, much-improved new bowling game in Nintendo’s forthcoming Wii Sports Resort, we are happy to bring you the news of the latest Wii peripheral on the shelves – the Wii bowling ball controller! CTA Digital’s “Bowling Ball for Wii” apparently helps you “turn your Wii bowling experience into a perfect 300″ and “allows you to mimic all the critical motions a ’striking’ performance requires.” The ball features the standard three holes for your fingers, with your Wii Remote fitting snugly inside. A bowling shirt with your name sown onto the top pocket and a pair of mod-style shoes are not included in the package… Do NOT let go The peripheral comes with the hilarious warning for users to “never, ever release the ball!!” and to “make sure to wear the wrist strap securely around your wrist, this will prevent the ball from accidently flying out of your hand,” after which “you are ready to bowl virtual strikes like a Pro! Price and availability still to be confirmed. We are also yet to hear if this bizarre gaming peripheral will work with the new Wii MotionPlus dongle recently released by Nintendo. Related Stories In Depth: The evolution of gaming graphics Exclusive: Native iPhone 3G S gaming a long way off Steve Ballmer confirms Natal Xbox 360 for 2010 Alt-Delete: Hollywood does videogame comedy Activision threatens to stop making PS3 games

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iPhone Shakes Up the Video Game Industry

June 17th, 2009 Matt Jo No comments

Hugh Pickens writes “Troy Wolverton writes in the Mercury News that in less than a year, the iPhone has become a significant game platform, but its bigger impact could be to help change the way the game industry does business. ‘It’s got everything you need to be a game changer,’ said Neil Young, co-founder and CEO of ngmoco, which develops games solely for the iPhone. With a year under its belt and an installed base of iPhone and iPod Touch owners at around forty million, the iPhone/iPod Touch platform has eclipsed next-gen console penetration numbers and started to catch up to the worldwide penetration of both Sony’s (50 million) and Nintendo’s (100 million) devices. Wolverton writes that not only is the iPhone one of the first widely successful gaming platforms in which games are completely digitally distributed, but on the iPhone, consumers can find more games updated more often, and at a cheaper cost per game than what they’d find on a typical dedicated game console. While an ordinary top-of-the-line game for Microsoft’s Xbox 360 sells for about $60, and one for Nintendo’s DS about $30, a top-of-the-line iPhone game typically sells for no more than $10. With traditional games, developers might wait a year or two between major releases; ngmoco is planning on releasing new versions of its games for the iPhone every four to five months. ‘You have to think differently,’ says Young. ‘It’s redefining what it means to be a publisher in this world.’” Read more of this story at Slashdot.

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In Depth: The evolution of gaming graphics

June 17th, 2009 Matt Jo No comments

Whenever you got into gaming, we’re sure you were impressed by it at the time. It can be tough to remember, but over the last 30 years, we’ve moved from simple shapes floating around black screens pretending to be spaceships, all the way through simple sprites, full-screen cartoons, full-motion video and early experiments in 3D, and into blisteringly detailed virtual worlds that we can explore at will. Right now, the likes of Crysis and GTA4 are the bleeding edge. Before long, they’ll look bleeding awful. Our jaw-dropping first drive through the rebuilt Liberty City will be as quaint as Space Invaders to the gamers of the future as they sit in front of their PCs, munching sci-fi snacks such as Mars bars and Galaxies and Doctor Hula Hoops and wondering how we lived in the days before we could walk our game characters up to our own houses, peek through the virtual curtains and see ourselves sitting at our computers going “Neat”. Part of the problem with these games is that they set out to simulate reality, albeit in a stylised way. This is impressive at the time of release, but as time moves on, so do our techniques and technologies. In the case of 3D games, one particularly noticeable sign of age is that it took years before characters were capable of moving their lips while they talked, instead of just staring and nodding as a line of dialogue played. STILL GOT IT: The hand-drawn Broken Sword games have grown old gracefully Conversely, games that focus on artistry rather than technology often hold onto their looks surprisingly well decades later. Adventure games from the 1990s are a perfect example. Many look every bit as old and retro as they are, but no low resolutions or old processors can detract from the sheer artistry dripped into games such as Sam and Max Hit The Road , Gabriel Knight , or of course, Broken Sword , which was recently re-released on both Nintendo DS and Wii. Is it a bird? No, it’s a plane For most of the 1980s, artistic merit of any sort took a distant second place to simply trying to hammer the primitive graphics of the time into something that the player would find vaguely recognisable. Early PC developers barely bothered at all. It was far easier to draw a map and make a strategy game, throw together something simple such as an Arkanoid clone, or sidestep the thorny issue completely by developing yet another text adventure. The PC was still thought of as primarily a work machine and it would be years before that preconception changed. NEW ANGLE: Isometric games add a level of depth to early gamers’ adventures What separated this era of gaming from the likes of Crysis (if you ignore roughly 15 quantum leaps in various areas of technology) was that tricks such as these were essential. Elite used wireframe 3D graphics on most platforms because that was as much as they could hope to handle. Most games assumed the player would understand that principle, although some built it into the fiction of the game. Starglider was one of these, shipping with a novella to explain that the wireframe graphics were actually a tactical aid built into your HUD. Reading it was also your best way of realising that the game wasn’t actually set in the depths of space and that the reason you took damage if you flew too far in a downward direction was that the big black bit at the bottom of the pitch black background was in fact ‘the ground’. Games of this era were nothing short of a war between programmers and their machines. The Commodore 64, released in 1982, was a surprisingly powerful system, but games on platforms such as the ZX Spectrum could be instantly identified by their bright, clashing colours – particularly when dealing with conversions from more powerful arcade cabinets. The art style was mainly a way of compensating for the system and used tricks such as setting translucent characters against coloured backgrounds, or promoting the graphical details by making the active game area a single colour, with objects outlined in black and all other colours saved for the frame. BACK IN TIME: Space Quest IV used time-travel to let its hero revisit his own prequels Sprites were simple and often very stylised, Dizzy the adventuring egg being one of the most enduring icons. Most games were happy to throw almost anything into the mix, from remote-controlled heads to a Monty Python stomping foot. The most surprising thing is that some of the creators weren’t high. Pretty and programmed The PC was largely left out of all this craziness through most of the 80s, thanks to developers focusing on three rather serious genres: adventures, RPGs and simulators. Technology limitations meant that the early simulations had enough to worry about just drawing the ground and a couple of aeroplanes to shoot at, but the RPGs almost went out of their way to be ugly. Graphics were kept firmly in their place, and that place was frequently a small box framed by the far more important stats and menus. It wasn’t until Ultima VII in 1992 that we saw an original PC RPG where the visuals stood up as state of the art against its contemporaries. PRETTY FACE: Ultima was one of the first RPGs to make an effort to look attractive Adventure games took a totally different direction, to the point that, until 3D came along, they were the place to see the latest graphical styles. The first major graphic adventure, King’s Quest , released in 1984, was designed as a showpiece for the PC. No mean feat, considering how bad our favourite platform’s graphics were at the time. The basic colour graphics format was the hideous Color Graphics Adapter. This typically ran at a resolution of 320×200 and resulted in some of the ugliest graphics seen by mortal eyes. UGLY PALETTE: CGA graphics were barely passable in 1984, and time has not been kind It had 16 colours to play with, but they were split into two palettes containing six hues (with two blacks each), which developers had to choose from. The first was the ‘winter’ palette, offering cyan, white, grey/white and magenta. The second offered green, red, brown and yellow. There were ways of squeezing more power out of CGA, including setting the background colour to blue and thus having the full RGB set to play with, or switching palettes while drawing the screen. Another trick was to abuse the poor quality screens at the time, putting down dithered patterns of dots and letting the display blend them into the required colour. All very clever stuff, but clearly hack territory. Nobody at all shed a tear when CGA was booted aside in favour of EGA and VGA. To catch a sprite In the days of CGA, everything was incredibly simple. With EGA, artists could finally start cutting loose. Backgrounds became more detailed. Shading could finally be more subtle – if not by much – than simply overlaying dots on bits of the screen that were meant to be in shadow. However, in both cases, the results looked like the computer generated graphics that they were. Backgrounds were clearly made up with simple lines and fills, with blocky characters overlaid on top. This changed dramatically when VGA entered the picture. VGA allowed for 256 colours at once, giving artists much more freedom. Games such as King’s Quest V and Monkey Island 2 replaced computer generated backgrounds with scanned-in paintings, giving their worlds an incredible sense of detail and atmosphere. Spare colours could be used for effects, such as flickering lights, gradients and proper shading. DETAILS, DETAILS: VGA games used every trick going to make backgrounds look attractive Interestingly, this usually only applied to the backgrounds. It quickly became acceptable to have different styles for the overlaid characters, typically keeping them cartoony, regardless of their settings. This was primarily a logistical issue, given the number of animation frames that would have to be stored and created, but few minded. Many games were quite happy to chop and change media types on the fly, whether by kicking off with a 3D rendered introduction (as in King’s Quest VI , Syndicate and almost every early CD game), or showing detailed pictures of characters in conversations. One media mix that never worked well in this context was FMV, partly due to the often woeful production values of the games that used it, but mostly because of issues with converting footage into something that could be used as a game sprite. Low resolutions turned them into a blurry mess and higher resolutions hammered home how badly the non-antialiased sprites sat in the world. As just one example, an FMV character will always have more superfluous detail than a cartoon one, leading to more obvious problems if their walk cycles get broken – frequently making it harder to read body language. Rendered 3D figures suffered from these problems as well, but rarely to such a degree. The only games that made the leap successfully simply used the original footage as a starting point, rather than trying to implement it into the game as-was. These included Prince of Persia with its rotoscoped character animations, and Tex Murphy , which avoided having 2D versions of its characters in the 3D game world wherever possible, and simply cut to a full-on blue-screened FMV sequence for conversations and important actions. It was jarring, but consistent. All of this gave the early 90s a fascinating look. It was an era of mixed media, with classic animation sitting alongside revolutionary new ideas. Free of the constraints of flat colours and simple shapes, developers jumped at the chance to create unique worlds. NO FUN: We’d scream too if our world was made up of such clashing styles In adventures, we saw everything from the pure cartoon style of Day of the Tentacle to photographic/3D rendered hybrids in the likes of Lost in Time , to early attempts to put real people into the mix during the horrific age of interactive movies. One of the most bizarre was Darkseed , which featured two worlds: ours, and a Dark World based on the biomechanical paintings of HR Geiger. (There was talk at the time that the artists needed therapy due to this, but we call bull on that one…) Before there was 3D The success of 3D accelerator cards heralded the birth of a new era for PC games – one where 3D is mother and father and little sister all rolled into one. This is a good thing. Sprites have to be created frame by frame, which makes them inherently limited. Put a skeletal structure in a 3D model and it can do anything from pick up a laser gun to dance the tango, not to mention perform subtle actions such as making eye contact or following you around the room. 3D models also have depth, whereas sprites are just cardboard cutouts. Using the same engine for them and the backgrounds also helps reinforce the notion of a consistent world that characters can interact with. However, PCs powerful enough to make the most of 3D are a recent development and for a long time, sprites vs polygons was a genuine debate. Elite had wireframe polygons back in 1984, as did the first Star Wars space simulator, X-Wing , in 1993. Until Quake in 1996, which also gave the mainstream its first true 3D shooter, almost every FPS was sprite-based, with exceptions such as Terminator: Future Shock few and far between. PROGRESS: Floppy disks eventually became big enough for proper cartoon fun The main reason for this was that sprites offered more detail than the polygons of the time could handle. Much like the early days, it was fine to have simple iconic shapes for spaceships and the like, which is why X-Wing ’s instantly recognisable ship silhouettes worked so well. However, early games didn’t even have texture mapping (instead relying on simple colours and shading based on the position of the area’s light source) and 3D characters were awkward-looking, low-polygon affairs. With sprites, if you could draw it, the computer could handle it. When making Doom , id actually modelled several of its more complicated characters in clay then photographed them from multiple angles to maintain consistency. The first Wing Commander games used a clever trick to fake space, simply moving and scaling sprites in front of the camera to add depth. It fell down when approaching capital vessels, but made for instantly recognisable ships and graphical assets that sat comfortably alongside the character portraits used in menus and cut-scenes. SERIOUS FIREPOWER: As dodgy as it looks now, Outcast was a stunning game in 1999 – if your PC could handle it. Most couldn’t 3D was much slower to impress on anything other than a technological level. Quake was a particular disappointment, regardless of its technical prowess. Doom gave us a whole cast of memorable enemies to shoot at, ranging from the humble Imp to the awe-inspiring Cyberdemon. Few of Quake ’s blocky, blurry opponents came close, outside of the leaping Fiend and hulking demon Cthon. Not until Sin and Half-Life in 1998 did 3D characters start to impress and even then, the fact that most of them were still animated frame by frame made them feel stodgy. Half-Life ’s skeletal animations provided freedom, even if they did usher in several years of comedy ragdolls. Adventures in hyperreality As with the dawn of 2D, 3D games quickly began splitting art styles along genre lines. This was typically done for pragmatic reasons rather than stylistic ones. The more restrictive the game, the more realistic its world could be. Driving games such as Midtown Madness , Driver and GTA could get away with something that pretended to be a real city by confining players to roads and other external locations where real-world textures could turn a simple box into a credible store or tower block. EASY RIDE: Driving games have it easier than most. You don’t see much detail at 100MPH Most games stuck with a different approach: creating the illusion of reality, not trying to recreate the actual thing. The more games tried to do this, the more they hit the Uncanny Valley problem – deviations from the expected that break the suspension of disbelief. The simplest solution was to shunt things around a little by setting a game in the future, or in a lab, or in many cases, just not trying too hard. When Tomb Raider 3 set a level in Saint Paul’s Cathedral, the challenge was conveying that vibe with a game engine that had only just developed the ability to build levels using triangles instead of square blocks, not recreating reality. Similarly, Deus Ex took great pains to trash New York and Gabriel Knight III devoted as much effort to recreating the village of Rennes-le-Chateau as the Tomb Raider team did to King Midas’s crypt. It didn’t matter. Much as the classic 2D games hinted at a world beyond the bits that you got to visit, the best 3D games feel like there’s more going on behind the invisible walls that block your passage. TAKING OFF: Despite the dramatic music and statues, you can still cross Stormwind faster than you can say ‘Not very big, is it?’ It’d be wrong to say that current games aren’t constrained by technology, but the challenge is different. With modern graphics, we can create almost anything to an acceptable level. The challenge comes from the difficulty of creating all the necessary assets, with level design stretched across multiple disciplines, from 3D modelling to animation and physics calculation. The next step, along with increasing the polygon count and texture resolution, is likely to be to take as much of the load away from the artists as possible to create bigger worlds that retain the handcrafted look. Wherever games go next, they’re going to look fantastic. Related Stories Exclusive: Native iPhone 3G S gaming a long way off Wii bowling ball accessory breaks cover Steve Ballmer confirms Natal Xbox 360 for 2010 Alt-Delete: Hollywood does videogame comedy Activision threatens to stop making PS3 games

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In Depth: The evolution of gaming graphics

Defining an Indie Game Developer

June 17th, 2009 Matt Jo No comments

NinjaBee Games writes “A continual debate rages about the nature of making independent games. ‘What is Indie game development?’ This argument endures throughout the year, but it’s almost never heard louder than right after the announcement of finalists or winners of an Indie game development contest. The debate currently is in full swing after Microsoft’s recent announcement that they will be changing the name of the Xbox Live Community Games section to Xbox Live Indie Games. In light of this important debate, Brent Fox of Indie developer NinjaBee has written a blog post in which he claims he has finally found the ‘clear and undeniable’ definition of Indie.” Read more of this story at Slashdot.

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Categories: Games, On the Web, Xbox Live

iPhone’s ‘Xbox Live’ launches today

June 17th, 2009 Matt Jo No comments

A new social gaming service for iPhone gamers launches this week, courtesy of games devs Ngcomo. Ngcomo’s ‘Plus+’ shares a number of similar features to Microsoft’s Xbox Live service such as the ability to create your own personal profile, build friend lists and keep records of your gaming prowess across multiple titles. You may remember that Ngcomo is the company started by ex-EA exec Neil Young (no, not that Neil Young!) which piques our interest even further. Plus+ on iPhone 3GS The timing of the Plus+ social gaming service launch is also clearly timed to tie-in with this week’s launch of the new Apple iPhone 3GS. The latest 3.0 version of Ngmoco’s Star Defense is set to be the first iPhone game to feature Plus+ functionality, with the developer also opening up the Plus+ platform to other developers and publishers of iPhone games. Plus+ games will also – at some point in the future – feature Twitter and Facebook integration, though details on exactly how that will work are currently scarce. Ngmoco hit the trade press headlines earlier this month for taking on ex Sega boss Simon Jeffery as its new Chief Publishing Officer. For more on this intriguing sounding service, head over to Ngmoco’s site . Related Links Ngmoco games Related Stories Exclusive: Native iPhone 3G S gaming a long way off Wii bowling ball accessory breaks cover Steve Ballmer confirms Natal Xbox 360 for 2010 Alt-Delete: Hollywood does videogame comedy Activision threatens to stop making PS3 games

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"The Sims 3" Store – Free Downloads

June 16th, 2009 Matt Jo No comments

The purchase of “The Sims 3″ comes with 1,000 points for “The Sims 3″ store. Clothes, hair, and furniture can be bought for a fee. Most clothes items cost 75 points or .75 cents. Complete object sets are over 1,000 points. In real money, that means more than $10. A few items are free. There’s the Prius , Fanta Fridge , and a Lord Sponge lamp . Lord Sponge has a computer and shirts too. The car I like. The rest I’ll pass on.

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Story of Homelessness in "Sims 3"

June 16th, 2009 Matt Jo No comments

Alice and Kev are sims. They live in an abandon lot. There are no cozy sofas or beds for the father and daughter family. Only way they will survive is by hanging out the neighbors, stealing apples, and getting food at work and school. Robin Burkinshaw, the creator of Alice and Kev, made it more interesting by giving the sims negative personality traits. She tells use about their daily life through a blog dedicated to the pair. Robin is a fantastic writer. Alice and Kev’s story is written with limited embellishment. We see that nice Sims (Alice) tend to get away with a lot more then the miserable ones (Kev). My next family may be my own version of Alice and Kev. Anyone else going to try a pair of homeless Sims? Or any families not following the tradition route of trying to have the perfect life? Story of Homeless Sims

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Shigeru Miyamoto: the developers’ developer

June 15th, 2009 Matt Jo No comments

Shigeru Miyamoto is not only a legend amongst the Nintendo faithful, with a new poll of over 9,000 games developers showing that he is also the developers’ development hero. In the survey, commissioned by the organisers of next month’s Develop Conference (which runs from 14-16 July in sunny Brighton) Miyamoto tops the game development hero charts, followed by id Software’s John Cormack, Will Wright and a number of other development luminaries. Innovative AND mass market “It’s no surprise that Miyamoto-san is the development hero of developers – over the last 30 years he has created games that have not only driven the evolution of the games industry but also changed people’s lives,” says Andy Lane, Managing Director of Develop organiser Tandem Events. “He has mastered the art of developing titles that are innovative but never at the cost of gameplay: games that are ground breaking, yet still mass market,” Lane adds. With no further ado, here is the top 10: 1. Shigeru Miyamoto – often referred to as ‘the father of modern video games’ for his role in creating legendary games franchises Mario , Donkey Kong , The Legend of Zelda , Star Fox , Pikmin and F-Zero and titles such as Nintendogs and Wii Music 2. John Cormack – co-founder of id Software and lead programmer on Doom and Quake 3. Will Wright – co-founder of Maxis and brains behind SimCity and The Sims franchise and, more recently, Spore . He now runs entertainment think tank Stupid Fun Club 4. Dave Jones – founder of Realtime Worlds ( Crackdown , All Points Bulletin ) and co-founder of Rockstar North (formerly DMA Design), Jones created major game series Lemmings and Grand Theft Auto 5. Sid Meier – founder of MicroProse and developer of Civilization . Second person to be inducted in the Academy of Interactive Arts and Sciences’ Hall of Fame behind Shigeru Miyamoto 6. Peter Molyneux, OBE – creator of God games Dungeon Keeper , Populous and Black & White , as well as Theme Park , Fable and Fable 2 7. David Braben – Brit programmer and founder of Frontier , Braben is best known for co-writing the hugely popular Elite. The studio’s work on The Outsider promises to deliver yet another ground-breaking title and a number of gameplay firsts 8. Masaya Matsuura – famed for pushing the frontiers of computer music, Masaya took the games industry by storm with the release of PaRappa The Rapper , winning notable awards and changing the landscape of gaming forever 9. Michael Morhaime – president and co-founder of Blizzard Entertainment, the legendary creator of Warcraft, StarCraft, Diablo series and the world’s biggest MMORPG World of Warcraft 10. Jonathan Blow – developer of award-winning title Braid For more on Develop check out the conference website at developconference.com. Related Stories Exclusive: Native iPhone 3G S gaming a long way off Wii bowling ball accessory breaks cover Steve Ballmer confirms Natal Xbox 360 for 2010 Alt-Delete: Hollywood does videogame comedy Activision threatens to stop making PS3 games

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Classic Spinal Tap tunes on Rock Band

June 15th, 2009 Matt Jo No comments

A bunch of new tunes is heading to the online Xbox 360 and PlayStation 3 Rock Band library, including a number of classics from the one and only Spinal Tap. The Spinal Tap track pack on the Rock Band Music Store includes three Tap tunes from the band’s new album Back From The Dead – specifically, ‘Back from the Dead’, ‘Rock ‘n’ Roll Nightmare’ and ‘Warmer Than Hell’. The fourth is the classic ‘Saucy Jack’, David St. Hubbin’s rock musical based on the life of Jack the Ripper. The tunes’ memorable opening line, as any Tap fan will sing to you, goes: “Saucy Jack, you’re a naughty one/Saucy Jack, you’re a haughty one.” Workshopped within an inch of its life According to Spinaltapfan.com : “In 1996, David reported that ‘Saucy Jack has been workshopped within an inch of its life’. While mustachioed bassist Derek Smalls added: ‘Its destiny is to be a work-in-progress.’” You can also buy a bunch of Evanescence tunes this coming Weds (on Xbox Live) and Friday (on PSN) including ‘Bring Me to Life’, ‘Call Me When You’re Sober’ and ‘Weight of the World’. Each track costs $1.99 (160 Microsoft Points for Xbox 360) each or $5.49 (440 Microsoft Points) for the Evanescence Pack and $6.99 (560 Microsoft Points for Xbox 360) for the Spinal Tap Pack. Tap’s guitarist and vocalist Nigel Tufnell and David St. Hubbins were unavailable for comment on what they felt about these latest developments at the time of going to press. The only remaining question is this. Will gamers be able to turn the Tap tunes up to 11? Tap fans can buy the band’s twenty-fifth anniversary album Back From The Dead this coming Friday and also get to see their heroes at Wembley on Tuesday 30 June. For more Tap hilarity, head to SpinalTap.com . Related Stories Exclusive: Native iPhone 3G S gaming a long way off Wii bowling ball accessory breaks cover Steve Ballmer confirms Natal Xbox 360 for 2010 Alt-Delete: Hollywood does videogame comedy Activision threatens to stop making PS3 games

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Is Natal actually the next-generation Xbox?

June 14th, 2009 Matt Jo No comments

We’ve already heard plenty about Microsoft’s plans for the Natal project and the motion control it will bring to the Xbox, but could it actually turn out to be a new console in its own right? That’s the claim being made by the hardcore gamers at 1up.com , who say Natal will, in reality, be the new brand for the Xbox when it launches next year. Better hardware Writer Sam Kennedy cites a previous Microsoft comment about Natal’s debut being “as big as the launch of a console” and goes on to state: “Not surprising. That’s because Natal is going to be a new console.” Without naming sources, he speculates that the ‘Xbox Natal’ will include the new motion control as well as some minor hardware improvements to give developers more scope to create better games. He also says it will still play current Xbox 360 games. Still just talk Obviously, none of this is proven, but with all three major gaming players set to offer high-definition consoles with motion control, branding and the ability to stand out could become at least as important as the actual product. As for timing, 1up.com suggests the final incarnation of Natal could make its debut at the Game Developer’s Conference in March 2010. Related Stories Iwata: Nintendo decided against motion cameras Nintendo to launch an HD Wii? EA: Xbox 360 gaming maxed out but not PS3 Valve: PS3 is ‘too complicated’ Microsoft funding prizes for 1 vs 100

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Nintendo sneaks out new school edition DS

June 13th, 2009 Matt Jo No comments

You probably haven’t heard about it yet, but Nintendo quietly announced a new version of the DS handheld gamer this week specifically designed to be used in classrooms. The Nintendo DS Classroom features no new hardware, but instead consists of a package of several handhelds, a PC and newly developed educational software for the DS. Free DS for the kids Nintendo, which developed the package with Sharp, says it hopes to persuade schools to take the bundle and issue a DS to each student. Once students and teachers are connected through the DS Wi-Fi link they should be able to share study materials instantly, with students also filing some work and test answers on the handhelds. Cutting bureaucracy The supplied PC software will also make it simple for teachers to keep track of student progress and, theoretically, cut down on administrative paperwork. Nintendo aims to start selling the as-yet-unpriced DS Classroom tool from next February, initially in Japan, with overseas launches likely if the reception is positive. Related Stories New PSP Go revealed accidentally by Sony E3 2009: Sony confirms arrival of PSP Go Sony to open UMD swap shop for PSP GO owners PSP-3000 Lilac bundled with Hannah Montana Exclusive: Opera delighted with Nintendo relationship

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Exclusive: Opera delighted with Nintendo relationship

June 11th, 2009 Matt Jo No comments

Opera is hopeful that it will continue to provide browsers for gaming giants Nintendo after the success of its DSi and Wii software. The browsers on both of Nintendo’s blockbusting gaming platforms have been well received, with the Wii ‘Internet Channel’ browser being the most popular television-based browsers around, according to CEO Jon von Tetchner. And Opera’s relationship with Nintendo has remained strong, with the former keen to continue to work with the Japanese giants. Wii Friends “We have good relationship with Nintendo, confirmed Opera’s von Tetzchner. “The recent addition – the DSi browser – has been provided for free on the device and that’s a movement in the right direction. “We are very happy about the fact that Opera on Wii is the most used device to browse on televisions – that is the biggest volume of users. “We feel the browser is a very good user experience and working with Nintendo was very good. “They challenged us and we challenged them and it is clear that they are very focused on making easy to use applications for their products.” The Wii ‘Internet Channel’ was launched back in April 2007 and had been a poipular purchase for many Wii owners, while DSi owners can download a version of Opera 9.5 for their handheld for free. Related Stories New PSP Go revealed accidentally by Sony E3 2009: Sony confirms arrival of PSP Go Sony to open UMD swap shop for PSP GO owners PSP-3000 Lilac bundled with Hannah Montana Nintendo sneaks out new school edition DS

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Kaz Hirai: putting Blu-ray on PS3 ‘was right thing to do’

June 10th, 2009 Matt Jo No comments

Another E3 went by this year and yet another chance for Sony to drop the price of the PlayStation 3 wasn’t taken. One of the biggest reasons behind this is that the company uses Blu-ray for both its gaming and movie capabilities – technology that in the grand scheme of things is still generally expensive to make. When PlayStation boss Kaz Hirai was asked in an interview with the Guardian recently if he regretted including a Blu-ray drive on the PS3 was a bad idea, he was quick to defend his decision: “Purely from a gaming standpoint there was no other choice for us,” he noted. “Last year’s Metal Gear Solid 4 was pushing 50GB as it was, if it was on DVD it would have been a 6-disc set. “The packaging and cost would have been prohibitive and it would have been hugely inconvenient to consumers.” Format war winners When asked if there was ever a though of taking the Blu-ray out of the machine, Hirai replied: “Conceptually it may make sense to remove the Blu-Ray drive but in reality it doesn’t make sense. “Also we never want to be in the position where countries without super fast broadband connections are locked out of the PlayStation business because the PS3 has gone download only.” He also reveals that having Blu-ray in the PS3 aided in Sony winning the format war. “The PS3 installed base certainly went a long way to making the movie studios side with Blu-ray rather then HD-DVD or supporting both,” said Hirai. “Ultimately it ended up being the right thing for the entirety of the industry as consumers don’t need to hedge their bets. We had a lot to do with making Blu-ray the de-facto standard.”

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"The Sims 3" Review

June 8th, 2009 Matt Jo No comments

I almost couldn’t believe my eyes when I had my copy of “The Sims 3″ in my hands. Didn’t feel real. It was finally here. Years of waiting. Was it worth the anticipation? Yes. Is it perfect? Nope. But it passes the most important test. It’s fun. Waiting to get through the Sims sleeping at night, not so much. I’m hoping a patch will fix the speed control issue. How are you enjoying “The Sims 3?” Things you don’t like? Things you love? Stuff that surprised you? “The Sims 3″ Review

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Iwata: Nintendo decided against motion cameras

June 5th, 2009 Matt Jo No comments

Nintendo president Satoru Iwata has insisted that his company ruled out motion sensing camera after trials suggested that the accelerometers the Wii uses were more effective. Nintendo’s hardware announcements at E3 were limited to a finger pulse-detector – which caused some bemusement at the exhibition – and further demonstration of the impressive Wii MotionPlus technology, which increases the sensitivity of the Wiimote and is arriving soon. Sony and Microsoft, on the other hand, showed prototypes of motion sensor tech that is not yet on the verge of being released; but Iwata told the Financial Times that using cameras to track movement was something Nintendo had experimented with but chosen not to implement. When and how much? Iwata also suggested that, until pricing and arrival dates are confirmed, it would be difficult to make a judgement on the likelihood of success. “Until they say when they’re releasing it, how much it costs and what software it comes with, we won’t know whether that is the route we should have taken. However?.?.?.?I think they couldn’t choose to release exactly the same thing,” said Mr Iwata. “Companies whose people said that motion-sensing wouldn’t work are now proposing motion sensors,” he added. Related Stories Nintendo to launch an HD Wii? EA: Xbox 360 gaming maxed out but not PS3 Valve: PS3 is ‘too complicated’ Microsoft funding prizes for 1 vs 100 Is Natal actually the next-generation Xbox?

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