
Some of the things people are doing with Grand Theft Auto IV's engine are gorgeous. Here's Gionight's ENB, a realism-based mod that makes Liberty City into NYC. For the Michael Bay approach to GTAIV, see iCEnhancer.
Nintendo is facing patent litigation over the technology used in the Wii.
The suit, brought by ThinkOptic against Nintendo and several other companies, claims that Nintendo has knowingly violated three patents used in the Wavit TV remote.
The initial moments of playing a videogame are pivotal. And a key component of this early gameplay experience is the tutorial, which is intended to progress the player from having the desire to play to having the ability to play. However, tutorials are in most cases terrible.
3DS was the best-selling system in Japan during the week ended September 4, while VanillaWare's Grand Knights History debuted atop the software chart.
Nintendo’s portable has held the top hardware spot since the week of its August 11 price cut, although last week’s sales were down around ten per cent week-over-week to 54,744 units.
Sales of other platforms were largely flat, with second-placed PS3 shifting 33,831 units, PSP 30,192 and Wii 11,606.
Jetpack Joyride is the culmination of Halfbrick's work on iOS thus far and is a one-touch platforming masterpiece. It shares much with its predecessor Monster Dash – you control stocky protagonist Barry Steakfries in a machine-gun jetpack, boosting up and down with taps of the screen, dodging zappers and missiles to get as far as you can as the screen scrolls from left to right. But that's not the half of it.
The design principle of Resistance 2, seemingly, was escalation rather than careful iteration. Escalation of scale and difficulty without refinement or balance, descending into set-piece gazing, its monstrous bosses dislocating you from the spectacle when you should be centre stage. Resistance 3 presses the reset button on the previous game’s excesses and the delete button on Nathan Hale’s two-game narrative.
"Give at least 25 per cent of your game away" is Edge columnist Tadhg Kelly's advice for developers planning game demos, which seems a lot, but it's most likely to achieve both promotion and sales, because a big demo gets players talking about it. Kelly's best demo? Doom's, which comprised a whole third of the game. What's yours?