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Ps3 Skates Late: EA Makes Skate Date - 360 Demo Coming

skatedate.jpg
EA’s entry into the Tony Hawk dominated skateboarding genre can’t be contained by just one release date, so Electronic Arts has spread the love across four of them. The Xbox 360 version will be rolling into US stores on the 12th of September, with the UK version dropping two days later on the 14th. Then the US PlayStation 3 version will come waltzing in, easy as you please on the 24th in the states, with the UK release scheduled for October 2nd. I suppose in some circles this could be viewed as an Xbox 360 timed exclusive, but those circles are petty and short-sighted. What does seem to be exclusive on the 360 is the downloadable demo available on the 15th of this month via Xbox Live Marketplace, giving owners of the Microsoft console some idea of whether or not they should cancel their preorders. I’d like to think the demo will foster cooperation between owners of the two consoles, with the 360 fans reaching out to the PS3 owners with helpful tips and encouragement. *hides in bunker til smoke clears*

EA’S AWARD-WINNING SKATE VIDEO GAME ROLLS ONTO RETAIL SHELVES IN SEPTEMBER
Download the Demo on Xbox Live Marketplace on August 15 to Experience True Skateboarding Action Before It Hits Stores

CHERTSEY, UK. - August 3, 2007 - Electronic Arts (NASDAQ: ERTS) announced that its award-winning SKATE video game will ship to retail stores on September 12 in the U.S. and September 14 in Europe for the Xbox 360™ video game and entertainment system. The PLAYSTATION®3 computer entertainment system version will ship to stores on September 24 in the U.S. and October 5 in Europe. For players eager to get their hands on the game pre-launch, EA will release a SKATE demo on Xbox Live Marketplace on August 15 so players can experience first-hand the title’s groundbreaking new gameplay style - a new way of playing skateboarding games that will invigorate the genre.

The downloadable demo features tutorials and gameplay challenges in San Vanelona’s community center skatepark to introduce gamers to SKATE’s revolutionary Flickit controls. The demo also includes the innovative skate.reel feature where gamers can capture video footage of their skate session at any time during the demo and share the footage online at www.skate.ea.com for other players to view, rate and comment on.

In the game, everything you do works towards getting you coverage in two of skateboarding’s premiere magazines - Thrasher and The Skateboard Mag. Coverage also means sponsors, product, money and fame. Become a legend by getting the covers and you’ll earn a coveted invitation to skate in the X Games - the world’s top skateboarding competition. You’ll be able to throw down on the street course and go huge in the Skateboard Big Air event, innovated and dominated by two time gold medalist Danny Way.

SKATE recently received the “Best Sports Game of E3 - IGN Xbox 360″ award at the E3 tradeshow in Santa Monica. SKATE was also one of only four games nominated for Best Sports game for the “Game Critics Awards: Best of E3 2007″. The judges for this award included editors from the 36 leading videogame publications in the industry.

With innovative Flickit controls that take advantage of the dual analog sticks and the ability to sculpt tricks that define your own style, SKATE delivers an authentic boarding mecca like no other videogame. SKATE is developed by EA Black Box in Vancouver, British Columbia and is rated “T” for Teen by the ESRB and 12+ by PEGI.


Pachter Watch: Pachter Blames PS3 For GTA IV Delay

pachter803.gifAs soon as we heard about the GTA VI delay we knew it was only a matter of time before Michael Pachter showed up on the scene to Pachterize the situation. So what is the real reason behind the delay of Grand Theft Auto VI? According to Wedbush Morgan’s analyst supreme, it’s none other than Sony’s PlayStation 3.

“We think it is likely that the Rockstar team had difficulty in building an exceptionally complicated game for the PS3, and failed to recognize how far away from completion the game truly was until recently,” said Pachter.

Speaking with GamesIndustry.biz, the analyst further suggests that a faulty non-exclusivity agreement made with Sony could be keeping Take Two from releasing a much more closer to completion Xbox 360 version early.

“We think it is also likely that Take-Two had a contractual commitment to Sony that it would not favour competitor Microsoft by launching the Xbox 360 version of GTA IV prior to launching the PS3 version, and believe that any delay of the PS3 version necessitated a delay of the Xbox 360 version,”

It would be quite a bitter pill for both Xbox 360 owners and Take-Two investors alike to swallow if this turns out to be the case. The phrase ’shooting themselves in the foot’ comes to mind when bad decisions and what Pachter calls a fault green lighting process cause two of Take-Two’s biggest games to miss projected launch dates within the span of a few months. What was looking to be a huge year for the company is growing bleaker by the moment, and if Pachter is right they’ve only themselves to blame.

PlayStation 3 complications caused GTA IV delay - analyst [GamesIndustry.biz]


Analyst: GTA Delay Good For Activision, EA

gtaivlogo802.jpgWhile gamers across the globe reacted to the news of GTA IV’s delay with spite-filled emails, comments, and general gnashing of teeth, the game analysts of the world simply steepled their fingers together, closed their eyes, and analyzed the hell out of the situation. Analyst firm Nollenberger Capital Partners suggests that the delay of game will massively benefit Rockstar’s competition, namely Electronic Arts and Activision. Todd Greenwald was temporarily released from the hive mind to comment.

“We estimate that roughly USD 400 to USD 500 million in consumers wallets will be freed up to spend on other hardcore games.”

Hardcore games like Activision’s Call of Duty 4, EA’s Crysis, Halo 3, Need for Speed ProStreet and many more that would have been passed up for a chance at rampaging through Liberty City anew.

It’s interesting to take a step back and look at the situation from a market perspective, where games aren’t measured by review ratings but in the number of dollars they generate in revenue. All hail the hive mind!

EA, Activision to benefit from GTA delay [GamesIndustry.biz]


Tough Love: ESRB Responds to 3D Realms’ Pouting

patvance.jpgIn mid-July, veteran game company 3D Realms of Duke Nukem Forever infamy received a notice from the ESRB threatening them with penalties if certain guidelines regarding ESRB guidelines weren’t followed on the company’s website. 3D Realms’ Scott Miller was ticked off by the notice, and quite vocally so. The Hollywood Reporter spoke to ESRB Patricia Vance to get her side of the story.

“”What 3D Realms received was simply a 10-day warning notice that did not carry any penalties whatsoever,” she explains. “We’re hardly the heavy-handed bullies that Mr. Miller is painting us as. Tough love might be a better way to describe it.”

Couldn’t you just tell she was into tough love?

Vance goes on to explain that what they sent 3D Realms was merely a form letter that they’ve had prepared that has gone out to many different publishers and developers in the past without one complaint..

“The guidelines we enforce are industry-adopted and we’ve been enforcing them with the same vigor since they were adopted back in 2000,” she says. “The fact that our enforcement of these guidelines is getting more attention these days doesn’t mean that we’re necessarily doing anything differently. [Scott Miller] may want to cast himself as a victim, but he’s subject to the very same standards that the rest of the industry is, and he’s the only one who has expressed any issue with that.”

ECA President Hal Halpin also chimes in on the issue, explaining that the legalese the warning is written in could easily be taken for harshness by a developer who doesn’t have legal council on hand to handle such matters.

Meanwhile, back at 3D Realms, Miller remains dissatisfied with the ESRB and the ordeal in general.

“It’s probably going to look good to the public that the ESRB is being tough,” he concludes. “But to those of us in the industry where, out of the 2,000 games released each year there are only a handful of problems, we’re the ones who are going to have to pay for that.”

Seriously, just change the graphics and let it go. You made your waves and the industry heaved a collective, “Oh it’s always been like that” and gone back to making games, which I appreciate a lot. Doesn’t 3D Realms have some project they were working on?

ESRB shows ‘tough love’ to game developer [The Hollywood Reporter via Game Politics]


From The Mouth Of Babes: Itagaki - Tekken Sucks

istagakimcwhertor.jpgNormally when we have a quote to share with you from an industry personality we summarize their comment humorously in the title and then give you the actual wording in the main body of the post. Not so this time. Joystiq caught up to Dead or Alive creator and paragon of coolness Tomonobu Itagaki at the recent Championship Gaming Series North American World Series Final, where they asked him if he was looking forward to Tekken 6.

Tekken sucks. I don’t know what you’re talking about.

The black leather jacket and sunglasses aren’t just for show. Itagaki is a bad ass rebel. You’d never hear Yuji Naka say, “Yo, fuck Mario,” even though I would personally give him $100 just to get it on tape. The rest of the interview is pretty tame, though he does hint at the possibility of a Wii title down the line.

We’re doing a lot of research, that’s about all I can say right now. Although, to add on that note, my kids have been saying they want a game for the Wii. To tell you the truth, Ninja Gaiden: Dragon Sword, that’s because my kids were asking for one of my titles to be on the DS.

The Wii could certainly use a dose of Itagaki’s trademark family friendly fare.

Joystiq interview: DOA creator Tomonobu Itagaki, “Tekken sucks”
[Joystiq]


Born In The USA: Call of Duty 4 Beta US Only

cod4demo802.jpgCall of Duty 4: Modern Warfare is getting a public multiplayer beta this month, giving players a chance to try out what promises to be some of the most intense online combat of the year. American players, that is. Australia’s Premier Gaming Website (their words) Gameplayer has confirmed with a representative from Activision Australia that the forthcoming demo will be exclusive to the United States. This means Europe, the UK, Australia and New Zealand will not be coming to the party. I’m guessing that this will also mean that US accounts overseas won’t be able to access the beta as well. Certainly not good news for anyone that I cannot drive to visit, but I suppose they have their reasons. We’ll let you know how it turns out!

Australia Denied CoD4 Beta [Gameplayer - Thanks Cyborgmatt]


Machinima: That Was Dennis

This is one of the neatest little bits of machinima I’ve come across in a long time. From Robert Stoneman, the director of the epic machinima film “War of the Servers”, “Rusty Whispers - Dennis” is the oddly touching eulogy for Dennis, a lonely man who lived with birds. Thanks to the amazingly earnest and competent narration of Ben Hundley and some charming music from Aphex Twin, I was oddly touched at the end of this man’s story. For a much nicer version of the video as well and to check out “The War of the Servers”, visit Lit Fuse Films via the link below. Rest in peace, Dennis.

Rusty Whispers - Dennis [Lit Fuse Films]


QuakeCon 07: amBX To Light, Shake, and Blow QuakeCon

ambxquake.jpgQuakeCon 2007 kicks off today, and Philips is there to demonstrate how well their amBX ambient experiences technology gets along with Quake 4. They’ve set up a multiplayer demo of a mod for the game created by their amBX team in order to take full advantage of all the system has to offer. As players run and jump they’ll feel the wind in their hair, experience the jolt of landing. Weapons will have recoil and various custom effects, bullets will have impact, and blood will spatter in all its red LED glory. They’ve even set up the mod so that the light dims behind you when you use a weapon’s sights, simulating sniper focus. Perhaps they’ll be able to reverse the air peripherals to create a sucking effect for the losing team. That’s full immersion right there. It really sounds like they’ve gone all out to make the most of the demo, so if you really want to see the full potential of the amBX technology, you’ve got until the 4th to make your way to Dallas and give it a go.

AMBX FRAGS QUAKECON 2007

Dallas, TX, USA - Philips amBX today unveiled an amBX-enabled multiplayer demonstration of id Software’s QUAKE 4, which will be available for both the press and public to play on a dedicated amBX booth at QuakeCon, Dallas, USA, from 2nd to 4th August 2007.

QuakeCon is a free convention held every year in the Dallas area where PC gamers from all over the world make the pilgrimage to play on a giant gaming network in one room together, see the latest technology and compete in world-class tournaments. Volunteer run, QuakeCon is sponsored by id Software, makers of the hugely popular and successful DOOM, QUAKE and Wolfenstein series of games.

Shorthand for ‘ambient experiences’, amBX revolutionises the gameplay experience by extending the gaming world out of the screen and into the real world. amBX delivers a full ’sensory surround experience’ by equipping game developers with a tool box to use light, colour, sound and even air flow through enabled devices, including the Philips amBX PC Gaming Peripherals range of LED colour-controlled lighting capable of representing 16 million different colours, rumble peripherals and variable speed desktop fans.

The Philips amBX team has crafted a mod for QUAKE 4 which, when played with amBX peripherals, will see fans, lights and rumble effects, including 360 degree environmental lighting, form an integral part of the gameplay. Players running and jumping in the game will actually feel the air move around them and the effect of landing and impacts. Weapons will generate custom effects, including surrounding light, rumble shudder and fan blast effects from the rocket launcher. On a more subtle level, rear view lighting is darkened when players use a weapon scope mode, to draw players into the sniper frame of mind. On the receiving end, damage feedback is displayed through a multi directional red light blood splatter and bullet impact vibration. Finally, power and pick ups are represented through different light effects, including a light blue aura for Quad Damage, pulsing red for Regeneration, a fast yellow pulse for Haste, green light for Health and blue light for Mega Health.

“Multiplayer gaming doesn’t come any bigger than QUAKE and QuakeCon is our chance to show the world just how awesome FPS multiplayer gaming can really be with amBX,” commented Jo Cooke, Chief Marketing Officer, Philips amBX. “Fragging will reach a whole new dimension with light, wind and rumble effects taking in-your-face explosions right out of the gaming screen and into the hall at QuakeCon.”

“With thousands of the most enthusiastic gamers from all around the world attending, QuakeCon is a fantastic venue to introduce new game technology, ” said Todd Hollenshead, id Software’s CEO. “We are excited about having Philips as a new QuakeCon partner this year and seeing attendees duel it out in heads up QUAKE 4 matches enhanced by Philips’ exciting new amBX technology. “

The amBX-enabled QUAKE 4 will be in good company as QuakeCon 2007 will be ground zero for never-before-seen gaming competitions, with the first official tournament using id Software’s new landmark game, Enemy Territory: QUAKE Wars and the first ever “Quad Damage” tournament spanning all four QUAKE games.

Philips is setting a global standard by licensing the amBX technology to computer game developers, publishers and peripherals manufacturers including Codemasters, THQ, Introversion, Gearbox Software, Zombie, Riot Games, Brain in a Jar, Invictus Games, Instinct Technology, Kuju, Revolution, Sumo Digital, Rivers Run Red, Philips Peripherals & Accessories and SpectraVideo.

Philips is currently in the closing stages of agreements with a number of other high profile companies regarding amBX-enabling all kinds of games.


MMO Elder Scrolls Please: Firor Heads ZeniMax MMO Studio

mattfiror.jpgBethesda Softworks parent company ZeniMax Media wants to break into the MMO market, and they’ve got the talent lined up to make it happen. The company has created ZeniMax Online Studios, a division of the company dedicated to the creation of cutting-edge MMOG title, and they’ve tapped MMO expert Matt Firor to head up the operation. Firor is one of the founders of Mythic Entertainment and the producer on Dark Age of Camelot, so he is directly responsible for the six months of my life I lost fighting for the good of Albion. I’ll be wanting that back.

“We are excited about the opportunities we have in the online gaming space and felt that Matt is the perfect person to lead this effort,” said James Leder, COO of ZeniMax Media. There are relatively few people who have the actual experience and knowledge that comes from having created a successful MMO, and Matt is the real deal. We feel fortunate to have him join our group.”

Great! Now all they need to do is hand him a copy of Oblivion, tell him, “Just make this, only bigger” and they’ll be golden.

ZeniMax Media Announces Establishment of Online Gaming Division - ZeniMax Online Studios
Subsidiary to be headed by noted MMO veteran

August 1, 2007 (Rockville, MD) - ZeniMax Media Inc., parent company of Bethesda Softworks, announced today the creation of ZeniMax Online Studios. The division will be headed by Matt Firor, a well-known expert in the field of online gaming, and will focus on the Massively Multiplayer Online Game (MMO) market segment.

Firor was one of the founders of Mythic Entertainment, where he worked for over 10 years on MMO titles. At Mythic he was the producer of the worldwide #1 smash hit Dark Age of Camelot, a MMORPG considered one of the most influential online games of all time. When he left Mythic in 2006, Firor was responsible for all development projects at the company. For the past year, he has been a consultant in the online gaming industry, advising leading publishers interested in entering the online market.

“This could not be a more perfect opportunity for me,” said Matt. “I am extremely impressed with ZeniMax and Bethesda Softworks management - their development philosophy closely matches my own, with an emphasis on quality, innovation, and craftsmanship. I am eager to get back to what I love - the development of cutting edge MMOG titles.”

“We are excited about the opportunities we have in the online gaming space and felt that Matt is the perfect person to lead this effort,” said James Leder, COO of ZeniMax Media. There are relatively few people who have the actual experience and knowledge that comes from having created a successful MMO, and Matt is the real deal. We feel fortunate to have him join our group.”

Firor is a graduate of George Washington University and has worked in the gaming industry for 17 years. He has lectured at the University of Virginia and Massachusetts Institute of Technology on game development topics, and is a frequent speaker at industry conferences. Firor has written articles for Game Developer Magazine and was a regular columnist covering online game development for the Korean gaming magazine “Onplayer”.

For more information on ZeniMax Online Studios, visit www.zenimaxonline.com.


Xbox Live Marketplace: Fatal Intertia Demo Live

fatalintertiademo.jpgThey could have just called it Dead Stop, but they had to go and get all fancy on us. A demo for Koei’s take on the futuristic racer (read: Wipeout) genre is now up on Xbox Live Marketplace. Weighing in at a modest 380MB, the demo features three different race types in a canyon environment. I’ve already downloaded and screwed around a bit, and what I’ve seen isn’t too shabby. Not as much of a sense of speed as I would like but certainly worth a look if you’re a fan of the genre.


Hungry Like The Wolf: Wolf Quest Teaches Kids To Hunt In Packs

Wolf Quest is a series of games, the first of which will be launched this December, that will teach wolf behavior and ecology through gameplay and social interaction. Developed through a partnership between The Minnesota Zoo and eduweb, the single player game’s features include coyote harassing, finding a mate, and fighting grizzly bears for control of elk carcasses. Hell yes. On top of that, multiplayer missions will allow you to team up with players around the world to experience life as a wolf pack, though finding a mate is disabled for online play. Hundreds of people just closed the window and went back to playing Second Life. The best thing about Wolf Quest? It’s free, because US citizens paid for it with their tax monies through the National Science Foundation. Thanks to our horribly outdated tax system, PC and Mac users around the world will be shouting, “I smell elk!” this December. You’re welcome, world.

Can You Survive The Call Of The Wild? [Official Wolfquest Website, via Joystiq]


I Like Ike: Smash Bros. Brawl - Fire Emblem Represent!

ssbbike.jpgA new challenger has appeared! Hailing from the world of Tellius, Ike from the GameCube title Fire Emblem: Path of Radiance joins the ultimate showdown of ultimate destiny. Wielding a massive two-handed sword in one hand and bringing his Aether attack from the GCN title with him, Ike is certainly bad ass enough to replace Roy and Marth, whose popularity in Super Smash Bros. Melee caused Nintendo to start publishing the Fire Emblem titles stateside in the first place.

Ike’s Page at the Smash Bros. DOJO!!
[Nintendo - Thanks Redfield!]


Running With Scissors: Postal Babes Mobilize

postalbabes.jpgJust when we thought to Cold War a thing of the past, the Russians develop Postal Babe technology and threaten to unleash it on unsuspecting mobile users across the globe. Running With Scissors just announced a deal to turn their long-running flimsy excuse to post pictures of half-naked women on their website into a video game for Windows Mobile and PalmOS. Breaking with RWS tradition, Vince Desi isn’t nearly as offensive in the announcement as he normally is, and there isn’t one poop joke to be found.

“I feel like Austin Powers,” admitted a shagged out Vince Desi. “The world is truly going POSTAL. The Postal Movie by Uwe Boll and now the Postal Babes going mobile. I welcome Herocraft into the Running With Scissors family. This represents a new era in the history of our brand’s extension as the first time a subset of the POSTAL world has received its own license.”

As for what the game will actually be about, Herocraft CEO Pavel Prokonich could only say that “This game will give you a real chance to play with your own Postal Babe!” Joy and rapture. Every time a Running With Scissors press release crosses my desk I throw up a little in my mouth.

Running With Scissors Cuts Deal for 1st POSTAL BABES Game!

POSTAL Team Pimps Mobile Rights to Herocraft

Tucson, AZ: In the decade since the original version of POSTAL was released, we have seen sequels, online comic strips, MODs galore and the birth of a dedicated international fan base obsessed with all things POSTAL. Now, in the year of our tenth anniversary the hotties in baby tees and thongs dubbed the “Postal Babes,” have evolved into an IP powerful enough to carry their own videogame.

In the transition from booth babes to regularly appearing virtual centerfolds in the RWS online newsletters, the Postal Babes also became characters within the POSTAL universe itself. This expansion of the POSTAL franchise offers the developers at Herocraft, the Russian publisher-developer that acquired the Postal Babes license, the opportunity to go in any number of possible directions on systems ranging from Windows Mobile to PalmOS.

“I feel like Austin Powers,” admitted a shagged out Vince Desi. “The world is truly going POSTAL. The Postal Movie by Uwe Boll and now the Postal Babes going mobile. I welcome Herocraft into the Running With Scissors family. This represents a new era in the history of our brand’s extension as the first time a subset of the POSTAL world has received its own license.”

Herocraft CEO Pavel Prokonich, meanwhile, vows that his mobile Postal Babes will definitely turn heads. “You’ll be shocked, amused and tempted! This game will give you a real chance to play with your own Postal Babe!” Due out in time for this year’s holidays, the game will be released in 10 languages.

For more information on cool POSTAL products and gear, visit our new expanded site www.gopostal.com


Zombie Racism: Black Looks On RE 5 Racism

resident_evil_5801.jpgFor many people the trailer for Resident Evil 5 was seen as an exciting new direction for the definitive survival horror franchise. For others, it’s racist hate mongering at its worst. Kym Platt at Black Looks, a blog dedicated to exploring issues concerning African women, expresses her concerns over the trailer which depicts Chris Redfield in what appears to be an African setting, struggling against a horde of black zombies.

This is problematic on so many levels, including the depiction of Black people as inhuman savages, the killing of Black people by a white man in military clothing, and the fact that this video game is marketed to children and young adults. Start them young… fearing, hating, and destroying Black people.

This is a really touchy subject. Looking past the mistaken idea that the game is being marketed to children, I can completely see where Platt is coming from to a certain extent. It is a white figure of some authority being attacked by a horde of what appears to be African peoples. This much is true.

On the other hand, zombie stories originated in the Afro-Caribbean Vodoun belief system, so for a series that relies on zombies as its main antagonists, exploring the voodoo origins of zombie mythology seems only natural, and in order to do that you are going to end up exploring villages that just don’t happen to have many Caucasians in them.

If the game does anything it bolsters the hatred of black zombies already present in the well-established hatred of zombies in general. It teaches us that no matter what color they are on the outside, flesh-hungry reanimated dead people are really fundamentally the same, and should probably be avoided at all costs. When the zombie apocalypse comes, I’d like to think that mankind will band together regardless of race or nationality in the name of preserving the future of humanity and the safety of our precious brainmeats.

Resident Evil 5 [Black Looks via Game Politics]


Today I Am A Man: Testosterone Stirring Madden 08 Screens

madden08731.jpgEvery year I buy Madden twice. Normally I am not a fan of football whatsoever, but there are two times of the year where the testosterone starts to stir. Madden launch day, which inevitably finds me waiting in line with a bunch of people I have nothing in common talking in a tongue almost completely foreign to me, and then around Super bowl time, when I find myself rebuying the game after having handed it off to a friend days after the initial purchase. As soon as it comes, it goes again, like catching a light sneeze. The fact that I just vaguely referenced a Tori Amos song is testament to both my lack of interest in the sport as well as the sheer primal power of football. Looking at these new Xbox 360 screens I am starting to feel it all over again.


GC 07: Games Convention To Showcase Art & History

gcart07.jpgThe Games Convention i Leipzig isn’t just a media event like many conventions you’d be likely to find stateside. It’s a celebration of all things gaming, and no where will that be more evident this year than the GC ART exhibition area, where full exciting exhibitions await those eager to delve into the art and history behind our favorite hobby. The “public_play” exhibition will feature 500 square meters of space dedicated to the theme of “digital play and public spaces”. Telespiele 1972-2007 is a massive exhibit showcasing gaming systems and computers from the first Pong machines to the PS3. Machinima will of course focus on creating art from video games and will include both films to watch as well as a chance to create their own Machinima with expert guidance on hand to answer questions. Finally Digital Beauty - 3D Character Design will challenge visitors to determine if a series of 20 images are real or virtual, as well as providing workshops on 3D character creation. Hit the jump for more information on one of the top ten reasons I will regret missing Leipzig.

GC ART Draws in Visitors With Four Exhibitions on Digital Games

Following the successful launch of the GC ART exhibition area last year, GC 2007 (Games Convention) repeats its display of computer and console art once again. The exhibitions “public_play”, “Telespiele 1972-2007″, “Machinima” and “Digital Beauty - 3D Character Design” will be on view in Hall 5 from 23 to 26 August, providing visitors with a look at different aspects of digital games. Numerous workshops offer interested visitors the opportunity to try their own hands at creating minor artwork.

public_play

In conjunction with the Computerspiele Museum Berlin, GC ART presents the exhibition “public_play”. Spread over 500 square metres, exhibits from international artists are displayed on the theme of “digital play and public spaces”. The backdrop to this is various sights from around Leipzig, recreated with the aid of large-format projections and sound stages.

This 21st century playground will include works by the Leipzig artists Matthias Henning and André Greif. In their work “Gamblers” four computers play ludo against one another - a sociable gathering in which computers take the roles of the players. A further highlight of the exhibition is skipping over digitally-stretched ropes. The digital and the real combine in Pong, the first computer game from 1972. The Atari classic is set up in a manner that enables it to be played directly on a dress.

Telespiele 1972-2007

In the exhibition “Telespiele 1972-2007″ the GC takes its visitors on a tour of the past. The 35-year history of digital games is attractively presented on a space of 200 square metres. Content ranges from the first “Pong machine” to the mass phenomenon that was the Commodore 64 and on to the current next generation consoles. However, it is not only hardware that is on show. Games, games magazines, manuals and numerous rarities never before seen in Europe are also on display here.

One section of the exhibition is dedicated to the computer history of the GDR. Items on display include the curious Z1013 computer construction kit, the popular KC series, the PC 1715 office computer, the educational computer A5105 personally promoted by Margot Honecker, Minister for National Education in the German Democratic Republic from 1963 until 1989, and the BBS 01, East Germany’s sole games console.

The collection was established by journalist and author René Meyer, who is presenting the exhibits to a wider audience for the first time with the support of the Leipziger Messe.

Machinima

The influence exerted by computer games on film production can be viewed by GC visitors on the Machinima stand. Together with the project group “Animation in new media” (www.animationsprojekt.de) the Leipziger Messe demonstrates that computer games are not solely dedicated to entertainment. As a tool for creative work, they offer the opportunity to develop new forms of expression in art.

Daily film shows at the Machinima Gallery offer an ideal opportunity to pass the time. Entertaining, artistically-sophisticated and critical Machinima films are shown, under the motto “New Trends in Machinima”. They offer an insight into the wide range of themes, genres and production approaches of the Machinima scene, as well as clarifying the current trends.

Those wishing to learn more about Machinima or that possibly have the urge to make films of their own can obtain useful information from the Public Forum. Well-known Machinima producers and experts offer their opinions on themes such as “What is Machinima?”, “Creative Gaming” and “Machinima production with MovieSandbox”. In addition to practical help for beginners and those more advanced in the world of digital film making, they also provide a cultural classification for the Machinima phenomenon.

The third component of the exhibition this year is provided by the Machinima Laboratory. Here GC visitors can try the different types of Machinima film making out for themselves, as well as garnering tips from the experts.

The artificial word Machinima is composed from “machine”, “cinema” and “animation” and refers to films created with the aid of games engines. The first Machinima were enabled with the aid of the programme LMPC (Little Movie Processing Centre) by the Leipzig physicist and programmer Uwe Girlich, who analysed the structure of the game engine Quake in 1996. LMPC allows users to create or alter film-like scenarios.

Digital Beauty - 3D Character Design

What creative minds can create with computers and specialised software is scarcely different to reality. The exhibition “Digital Beauty - 3D Character Design” displays 20 images created on the PC and poses the question to visitors: “virtual or real”?

Workshops are held each day of the GC for all those curious as to how it works, or who wish to try their hand at 3D character design. At the workshops Ronny Jesse, winner of the award “Animago 2006″ in the category “Digital Beauties”, explains how an own “character” is created in small stages. Participants are accompanied through the various stages on the PC.


Feel The Love: Sega Not Playing Console Favorites

scottsteinberg.jpgBack in June, Sega’s American marketing VP Scott Steinberg had some pretty strong things to say about the state of this generation’s consoles - in particular casting doubts on the Wii’s longevity - which were retracted almost as soon as the words left his mouth. Next Generation recently sat down with Steinberg to gain further insight into the statements, coming away with a much kinder, gentler, and pussified view of the current console crop.

“Are we placing bets [on one particular platform]? No one can tell right now who’ll ‘win.’ It’s still too early. All three consoles have got the right materials for success. That alchemy is there across all three different platforms. I guess that’s being defined a bit differently with Nintendo, but they definitely have their own consumer-oriented track, which we think is great. So I think from a third-party publisher’s standpoint it’s not wise to make bets right now that don’t include all three consoles.”

Thank goodness. I’m glad to see Sega sticking to their policy of not supporting any one console that was established way back when the Dreamcast was released.

The interview also explores the reasons behind PS3 owners getting the shaft in regards to Virtua Fighter 5, saying that the Xbox 360 versions online multiplayer was the result of…tinkering?

“[AM2] felt that with the 360 they could make online happen, and with a lot of trials and tests and experiments figured out a way to do it where there’s no lag–well extremely minimal lag, almost unnoticeable–so we were quite shocked when they told us it would be online, actually. It was a surprise.

So basically, “I wonder if we can make this work? Hot damn, we can!” sort of deal. Japanese developers say hot damn all the time, I assure you.

Hit up the link for the full interview, which includes insight into the company’s plans for world domination.

Sega Talks VF5 Online, Wii, Imperialism [Next Generation]


UK Charts: Pokemon Overrun The UK

mudkips.gifLast week saw the latest batch of Pokemon taking Europe by storm, their impact being felt well beyond the hearts and minds of children across the continent, with the combined sales of Diamond and Pearl have made it one of the fastest selling Pokemon games in UK history, second only to Yellow for the GBC, as well as the fastest selling UK DS game ever. Pokemon Diamond took the number one slot on the charts, with the less popular Pearl coming in at three. Sandwiched in-between? Transformers the Game, which trailed the pocket monsters by only 217 units. As a Transformers fan I am very pleased with the UK, though as a champion of quality gaming I have to wonder… what the hell is wrong with you people?

The rest of the list is filled out with Harry Potter, three different Nintendo Brain training games, Wii Play, Shrek the Third, and Tiger Woods. So much Nintendo you’ll swear they’re turning Japanese.

Pokemania Transforms UK Chart In Nintendo’s Favor [Gamasutra]


A Fightin’ Hand: Dr. Who Video Game For Christmas

doctorwhotennant.jpgAh yes, it is high time we’ve received a right and proper Doctor Who video game. Unfortunately this one might not be much to dial home from the future via a temporally modified cell phone about. According to the official website of tenth Doctor actor David Tennant (the best since Tom Baker), UK card game company Top Trumps will be creating a game featuring the Doctor’.

Top Trumps have revealed their plans for a Doctor Who video game to be released in time for Christmas 2007.
It is thought it will be available on PC, PS2, DS and Mobile.
An advert for the game appears in the new Doctor Who Top Trumps card pack. We will have more details as we get them.

I’m guessing this is going to be a video game version of the card game, and it won’t see the light of day outside of Europe. Still could be worth importing for us Yanks for the sheer novelty alone.

Doctor Who Video Game Out For Christmas [David-Tennant.com via WorthPlaying]


Not Wipeout: Voltage Races Into The Future

wipeoutvoltage.jpgNo, it isn’t the next Wipeout. In fact, Voltage isn’t like any other futuristic racing game you’ve ever encountered, according to the press release from Lexicon Entertainment announcing the upcoming game for Xbox 360, PC, and PlayStation 3. They call it “a futuristic racing game with real-time strategy elements.” They then go on to describe Wipeout, listing absolutely nothing that qualifies in my book as a RTS element. Honestly, unless you’re throwing minions out the window to harvest fuel cells at 300mph your anti-gravity in a dystopian future game is just more Wipeout, and while there is certainly nothing wrong with that, trying to pass off traps, powerups and shortcuts as RTS elements is a bit off. Still, enjoy the disproportionally large number of screens in the gallery below, showcasing Voltage’s Wipeout-icity.

Bath -Lexicon Entertainment, a premier publisher and distributor of interactive entertainment software for video game console systems and personal computers world-wide, is pleased to announce Voltage for PlayStation 3, XBOX360 and PC a game produced by IBA Group.

Voltage is a futuristic racing game with real-time strategy elements, which is being developed by IBA Group, situated in Czech Republic. Voltage takes the rush and thrill of speed racing to a new level. Races take place far in the future on the planets of the Solar system, where players compete in the fastest and most technologically advanced races, to acquire the supreme title of the Solar System’s Best Racer.

Players can choose from a number of vehicles powered by anti-gravity engines that run on electricity, nuclear and tachyon fuel and can jump to reach special sections of the track for a more advantageous position. Once the players have chosen their cars, the exhilaration begins……….

The tracks feature a myriad of futuristic elements: Teleports, Electromagnetic Platforms, Nuclear and Tachyon fuel power-ups to get more of the thrill of speed. Choosing shortcuts to cut down the lengthy races, finding the best route through the turns, up hills, and traps in each course is the main strategy, but along with this comes the responsibility of battling opponents for the right to hold first place.

Key Features include:

* Futuristic 3D racing: action set on the planets of the Solar system: Earth, Mars, Venus, Jupiter, Saturn and the biggest satellites - the Moon and Europa. The picturesque environment is rendered to closely resemble the original conditions of these planets. Futuristic constructions, light sails, factories, storehouses and tunnels enrich the environments.
* Anti-gravity engines: the vehicles are equipped with 3 engine modifications - Electrical, Nuclear and Tachyon. They enable the player to boost the vehicle speed depending on the situation and the availability of a certain fuel type.
* Fuel power-ups: a number of fuel power-ups can be found at every track for use with different engine types. Tachyon fuel is based on a hypothetical subatomic particle that enables traveling faster than the speed of light. Tachyon fuel is used to accelerate the vehicle and push away competitors.
* Bonuses: the Teleport, Flash EMB, Tachyon Scout, Soft Shield and other bonuses are available to both the player and his/her opponents.
* Track features: a total of 15 non-linear tracks on 7 planets add more excitement to the game. There are upper sections of the tracks reachable only at full speed with the help of the Jump and Fly feature and challenging vertical sections that will require the best of racing experience.
* Supporting three modes of play - Championship, Quick Race and Multi-player.
* Plus a lot more.

Voltage has a back story, taking place in 3005 and sets the theme for all locations in the game, which represent a diverse set of environments and challenges.

Voltage- speed, intensity, and challenge!