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August 09, 2011

Zombie Gunship review

Long-range night vision and the undead meet in this slow-mo high-score shooter.

Zombie games are hardly uncommon on the App Store. Pity the poor creature itself: once the bleeding edge of urban horror, its now the go-to clown of videogames. By name, Zombie Gunship sounds little different from the pack, but it brings an unlikely new danger for the undead: Modern Warfare's AC-130 gunship. 

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Study reveals slow UK broadband speeds

Be Broadband praised and BT slammed as average UK download speed found to be just 481KBps.

Broadband speeds across the UK were revealed today to be on average far slower than advertised, with the nation's average download rate barely half of the average available maximum.

The research, conducted by speed optimisation firm Pando Networks, found that the average UK download speed was just 481KBps. Be Broadband was the outstanding performer, leading the way both in its average speed of 594KBps and completion rate of 84 per cent.

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Daily links: August 9

Crunch psychology, the pleasure of killing a great enemy, RPG stats, and the beauty of Brink: the first of our link log series.

“The true glory of victory isn’t the explosion or the death rattle, it’s before that, when the outcome is guaranteed, but not yet realized.”
Awesome ex-Bungie designer Jaime '30 seconds of fun' Griesemer presents part three of his series of articles on designing enemies.

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Lego Universe adds levelling system

NetDevil's MMOG has been bereft of any kind of levelling mechanic since its launch last October, but players can now accrue experience points by completing missions and achievements, and can level up their characters to a cap of level 40. Design director Jordan Itkowitz said: "We love to challenge our Lego Universe builders. We're regularly adding new content and new bricks for players to continuously evolve and tap into their innermost creativity."
http://www.gamasutra.com/view/news/36443/Lego_Universe_Adds_Leveling_System.php
Gamasutra


Humble Indie Bundle 3 grosses $2 million

With just ten hours left on the clock, the third pay-what-you-want indie promotion has grossed in excess of $2 million, the first time it has done so. For those still on the fence, the bundle includes Crayon Physics Deluxe, Cogs, VVVVVV, Hammerfight, And Yet It Moves, Steel Storm and Atom Zombie Smasher. Also on offer is free access to Minecraft until August 14, and those that pay more than the current average price - a trifling $5.81 - also get the games from the second bundle: Braid, Cortex Command, Machinarium, Osmos and Revenge Of The Titans. All games are DRM-free, and compatible with Windows, Mac and Linux, and buyers can stipulate how they'd like their payment to be split between the developers of the games on offer, the bundle's organisers, and two charities, the EFF and Child's Play.
http://www.humblebundle.com/
Humble Indie Bundle


Persona 2: Innocent Sin confirmed for Europe

Innocent Sin, the first game in the two-part series that makes up Persona 2, was never released outside Japan when it launched in 2007, though Atlus has since confirmed it will release the game in the US this year. Ghostlight has today announced that it will be releasing Innocent Sin in Europe for PSP before the end of the year, and the publisher's Ross Brierley touted the title's "dark, compelling storyline and typically stylish visuals." A collector's edition is also planned.
http://blog.ghostlight.uk.com/post/ghostlight-announce-persona-2-innocent-sin
Ghostlight


Insanely Twisted Shadow Planet review

Can this Metroid-style XBLA adventure live up to its sparkling art, or indeed, its inspiration?

The art sparkles, and the title works a peculiar kind of over-wrought magic. Beyond that, however, Insanely Twisted Shadow Planet all too often becomes a carnival of quiet miscalibration. Play it if you want to see a well-known formula rigorously applied – albeit with few signs that the original design’s deeper nuances have been understood. Travel its intestinal hallways to watch the Castlevania template sluggishly transformed from a gripping tale of exploration via gradual empowerment into a drearier story depicting the slow levelling up of a locksmith.

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Rising Star keen on more Cave releases

Following the announcement last week that it is to publish Cave's Xbox 360 shooter Dodonpachi Resurrection in the UK later this year, Rising Star Games has told MCV that it hopes to bring more of Cave's games to these shores in future. "Deathsmiles performed well for such a niche game and met expectations," product manager Yen Hau said. "It certainly performed well enough for us to return with another game from Cave. Dodonpachi is Cave's flagship series, and carries a bigger reputation among the community...As such we expect it to outperform Deathsmiles. I am confident this will lead to other Cave games in our library."
http://www.mcvuk.com/news/read/rising-star-plots-more-cult-cave-shooters/082756
MCV


EA's Moore heartened by Wii U online strategy

Speaking to Industry Gamers, the newly promoted chief operating officer of Electronic Arts Peter Moore praised the "huge commitment" Nintendo had shown the publisher with its online strategy for Wii U. "[Online] is critically important to us, and we are relieved that they have made a huge commitment that they have presented to us," he said. "Online certainly was not a factor with the Wii, as you know; although they had capabilities, it just wasn't there at the level that both Xbox Live and PlayStation had. But I think Nintendo totally gets that multiplayer, building community, co-op play, having the ability to bring games that are deeper - all of these things are now very important."
http://www.industrygamers.com/news/nintendo-wii-u-wont-be-transitional-platform-says-peter-moore/
Industry Gamers


Disgaea 3 remake confirmed for Vita

Andriasang brings word from the latest Dengeki PlayStation magazine that Nippon Ichi will release Disgaea 3 Return for PlayStation Vita, and promises improvements on the PS3 original including two new characters. In addition, all the PlayStation 3 game's DLC will be included. Nippon Ichi also hints at four new projects: an action RPG from the Prinny team; an all-new game from the Disgaea team; another from System Plasma; and a "Japanese release of a 3DS game that was popular overseas."
http://www.andriasang.com/e/blog/2011/08/09/disgaea_3_vita_confirmed/
Andriasang


Take-Two to limit dependence on GTA

In an earnings call following the publication of its latest financial results, CEO Strauss Zelnick said Take-Two would be "diversifying our approach" to reduce its dependence on the Grand Theft Auto series. "We're focused on building new franchises," he said. "For example, you can look at what Red Dead Redemption did for us in our last fiscal year." While admitting the publisher is keeping an eye on "emerging online mobile platforms," Zelnick said investors should not expect Take-Two to join the rush to social games. "The business Zynga's in has only been around for about four years," he said. "Playing Zynga titles doesn't scratch the same itch as playing Grand Theft Auto - that's a dynamic that doesn't change in the videogame business."
http://www.gamasutra.com/view/news/36450/TakeTwo_Plans_On_Diversifying_Its_Console_Portfolio.php
Gamasutra


Study: Majority of UK adults are gamers

A study by Newzoo, commissioned by casual gaming king PopCap has found that more than half of adults in the UK, as well as in France and Germany, are gamers. The UK has the highest ratio, with 68 per cent of men and 59 per cent of women playing games; in Germany, 63 and 54 per cent respectively; and in France, 61 and 52 per cent are gamers. The biggest spenders are the French, where the average player spends £22.30 per month. PopCap Europe general manager Paul Breslin said: "What these results tell us is that a one size fits all strategy for Europe doesn’t work as there are quite different platform gaming habits, needs and expectations. This is clearly a maturing market that has by no means finished evolving. From a publisher’s perspective, this shows the importance of having diversity and multi-platform solutions to reach individual markets in these important regions."
http://popcap.mediaroom.com/index.php?s=43&item=215
PopCap


Cut The Rope dev expands to UK

Zeptolab, Russian developer of iOS smash Cut The Rope, has opened a UK division in central London, according to Develop. It is run by new director Zuy Spartak and is already up and running: last week's sequel, Cut The Rope: Experiments, was published on the App Store by Zeptolab UK.
http://www.develop-online.net/news/38410/Cut-the-Rope-studio-opens-UK-division
Develop


Duke Nukem Forever turns a profit

Take-Two has revealed that Duke Nukem Forever has become a profitable title for the company. In a conference call following the announcement of losses incurred during the publisher’s first fiscal quarter ended June 30, CEO Strauss Zelnick said the game – which was in development for over 14 years – achieved a level of commercial success despite being panned by critics. "Despite its disappointing reviews, Duke Nukem Forever was profitable for Take-Two,” he said, according to Gamasutra. Take-Two said following the game’s release that it is committed to growing the Duke Nukem franchise. That strategy will begin with the release of downloadable content packs for DNF, but could extend to non-videogame products based on the IP.
http://www.gamasutra.com/view/news/36448/Duke_Nukem_Forever_Proved_Profitable_For_TakeTwo.php
Gamasutra


NPD teams with EEDAR for “total market tracking service”

Market research company the NPD Group is to collaborate with analyst firm EEDAR to develop “a total market tracking service” for the North America videogame industry, including physical and digital transactions across consoles, mobile and other online platforms. The move will result in the integration of NPD’s point-of-sale data into EEDAR’s GamePulse information service. NPD games president David McQuillan said: “The growth of the digital channel within the games industry presents numerous challenges and opportunities that we believe are best addressed for our clients through a formalised, collaborative effort between the NPD Group and EEDAR. We expect that this synergy of resources and vision will result in greater transparency into the total games market including digital forms of distribution as well as the established physical format.”
http://npd.com/press/releases/press_110808a.html
NPD


August 08, 2011

Take-Two reports first quarter loss

Company swings from a profit of $27.4 million a year ago to a loss of $8.6 million following a decrease in game sales.

Take-Two has reported a loss and drop in revenues for its first fiscal quarter ended June 30.

The publisher posted a net loss of $8.6 million (£5.3m), or $0.11 per share, versus a profit of $27.4 million (£16.8m) during the same period last year, while revenues came in at $334.4 million (£204.5m), compared to $375.4 (£230m) 12 months ago.

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Havok to acquire Trinigy and Vision Game Engine

Intel-owned middleware provider Havok has entered into a definitive agreement to acquire 3D game engine maker Trinigy for an undisclosed sum. Privately owned Trinigy’s multiplatform Vision Game Engine – which is available for PS3, Xbox 360, Wii, Windows and most recently Vita - is currently being used for over 200 commercial game productions from companies including Take-Two and Ubisoft. Following the expected completion of the transaction in mid-August, Havok will begin integrating the two companies' development teams, operations and customer support, while the Trinigy Vision Engine will be re-branded as the Havok Vision Engine. Havok managing director David Coghlan said: “We are delighted to acquire this highly experienced, proven team. This acquisition will extend the reach of both companies’ technologies across new geographies and market segments. We are excited by the opportunities that the combination of Havok and Trinigy will bring as the industry continues to broaden in terms of target platforms, markets, budget sizes and distribution models.”
http://www.next-gen.biz/news/trinigy-releases-ngp-engine
Trinigy releases NGP engine


Havok to acquire Trinigy and Vision Game Engine

Intel-owned middleware provider Havok has entered into a definitive agreement to acquire 3D game engine maker Trinigy for an undisclosed sum. Privately owned Trinigy’s multiplatform Vision Game Engine – which is available for PS3, Xbox 360, Wii, Windows and most recently Vita - is currently being used for over 200 commercial game productions from companies including Take-Two and Ubisoft. Following the expected completion of the transaction in mid-August, Havok will begin integrating the two companies' development teams, operations and customer support, while the Trinigy Vision Engine will be re-branded as the Havok Vision Engine. Havok managing director David Coghlan said: “We are delighted to acquire this highly experienced, proven team. This acquisition will extend the reach of both companies’ technologies across new geographies and market segments. We are excited by the opportunities that the combination of Havok and Trinigy will bring as the industry continues to broaden in terms of target platforms, markets, budget sizes and distribution models.”
http://www.next-gen.biz/news/trinigy-releases-ngp-engine
Trinigy releases NGP engine


Opinion: Making games pay attention

Should games take more notice of players' whims? It would make them more meaningful, says Thief co-designer Randy Smith.

As the first of the entire series, it was a boilerplate mission. Break into the manor of Lord Bafford, steal his jewelled sceptre, and sneak back out. Yet this one particular Thief player approached it with a unique flair. One by one, he hunted down each of Bafford’s hired guards, smacked them with the blackjack, and dragged their unconscious bodies into the dining room where he arranged them in colourful poses: propped up back to back, legs poking out from the dumbwaiter, or draped across the length of the dinner table.

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Opinion: Making games pay attention

Should games take more notice of players' whims? It would make them more meaningful, says Thief co-designer Randy Smith.

As the first of the entire series, it was a boilerplate mission. Break into the manor of Lord Bafford, steal his jewelled sceptre, and sneak back out. Yet this one particular Thief player approached it with a unique flair. One by one, he hunted down each of Bafford’s hired guards, smacked them with the blackjack, and dragged their unconscious bodies into the dining room where he arranged them in colourful poses: propped up back to back, legs poking out from the dumbwaiter, or draped across the length of the dinner table.

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Blitz closes 1UP and pins hopes on IndieCity

Indie publishing label closed after just three years as Blitz shifts focus to new distribution platform.

Blitz Games Studios has closed 1UP, the indie publishing label it set up in 2008 to help small developers get their games to market, and is shifting focus to IndieCity, a new download service to launch this summer.

Speaking to Develop, 1UP producer Neil Holmes blamed the closure on a changing marketplace, with the dominance of Steam, and the "race to zero" forcing prices down elsewhere, meaning the initiative was no longer sustainable.

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Rage 360 install requires 22GB of space

During his Quakecon keynote last week, Id co-founder John Carmack revealed that only those with sizeable Xbox 360 hard drives will be able to install the game when it is released in October. "On the 360 we don't have a partial install option," he said. "It's all or nothing, which is kind of unfortunate. It means you have to install 21-22GB of stuff, which takes a long time, but if you've got it and you play it on the 360 that's the only way to go."
http://www.shoptonews.net/2011/08/08/rage-takes-up-22gb-if-you-choose-360-install
ShopTo


GBL in schools: A slow and steady approach or REVOLUTION? What say you?

When we first began the Consolarium initiative way back in 2006 its main aim was to explore and share ways in which the use of computer games and game design could have a positive impact on teaching and learning and support Curriculum for Excellence in Scottish schools. Over the years this aim has remained the same and our reach across the country has been quite a success. Many of the ideas, approaches and methodologies we employed as well as many of the challenges that we faced in growing this practice became of interest to educational colleagues in England and further afield and this led to a number of invitations to speak at many conferences and other professional development settings. This wider recognition from colleagues outwith Scotland has played some part in affirming Learning and Teaching Scotland’s (now Education Scotland) ambitious and somewhat prescient decision to invest in and commit to such a venture back in 2006.

One of the invites that we were able to accept and honour recently was from the Digital City events (part of the Futur en Seine Festival) in Paris. As part of a three part seminar programme organized by Le Group Compas, Cap-Digital and Microsoft we were asked to deliver a keynote talk about our work in leading game based learning in Scotland and also about what we have seen in terms of impact on learning.

The session was to be shared with Professor David Shaffer from Wisconsin University. Prof. Shaffer is the author of How Computer Games Help Children Learn and he is the person behind the Epistemic Games website.  It was a delight to share the session with such an eminent GBL leader and as it turned out although we shared the same belief that games can help children learn, how we should go about this was slightly different…

Our main thrust in relation to games in schools has been to use commercially available games (COTS) that have been built for entertainment and not for education. Our reasoning behind this is embedded in James Paul Gee’s take on Semiotic Domains and the fact that so many computer games present challenging, demanding, complex and culturally appealing contexts for learning that schools can undoubtedly employ to great effect. Some examples include using these games in schools:

We have also worked closely and carefully with our Local Authority Education partners and schools in Scotland to ensure that our endeavours are always wholly based in sound pedagogic principles that would fit in with the established practices and workings of a classroom to some degree but that would also begin to challenge established mindsets regarding the nature of technology in learning, valuing and exploiting what children value in their own cultural domains and how effective learners can be independent of adult intervention.

Prof. Shaffer’s work with Epistemic Games focuses more on making bespoke games that would enable players to be professional people. This definition of Epistemic Games is offered on his website:

Epistemic games are computer games that can help players learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need for a changing world.

In epistemic games, players see what it is like to live in the world of adults. They learn ways of thinking that matter in the digital age, and have a chance to imagine the kind of person they might someday become.

In essence Epistemic games such as Nephrotex, Urban Science, Digital Zoo and Sodaconstructor are designed in such a way that to play successfully the player has to situate themselves within the real life context of the job of being an engineer, urban planner or animator thus learning about AND applying the skills directly related to these positions.

Prof. Shaffer established a thread through his presentation that questioned the effectiveness of schooling in respect of learning being detached from the context of application of newly found and developing skills, knowledge and understanding. School needed to change to help learners reach their full potential and the application of Epistemic Games should be central to that change.

Both our presentations plus an introduction to the session from Julien Llanas, who chaired the session, can be viewed here.

The discussion session at the end of our presentations was particularly lively with an emphasis on some of what we had touched on in relation to metacognition, development of self-esteem and enhanced attitudes to being a learner and learning. Professor Daniel Andler from the University of Paris-Sorbonne was tasked with summing up the seminar session.  As part of this summing up Professor Andler chose to focus on the different approaches that Prof. Shaffer and his team have taken. He compared us to the Mensheviks and the Bolsheviks with the Consolarium being observed to be the more moderate of the two in relation to trying to effect change from within established structures and attitudes but with Dr Shaffer looking for educational revolution on a much quicker scale!

Yet again it was a great delight to be able to share the vision and the innovative practice coming from  of Scottish schools with colleagues in another country. We look forward to hearing how people such as Julien Llanas and other interested parties that we met in Paris make progress in the domain of game based learning In French schools as well as learning more about the work of the team at Epistemic Games.

via


GBL in schools: A slow and steady approach or REVOLUTION? What say you?

When we first began the Consolarium initiative way back in 2006 its main aim was to explore and share ways in which the use of computer games and game design could have a positive impact on teaching and learning and support Curriculum for Excellence in Scottish schools. Over the years this aim has remained the [...]

via


GBL in schools: A slow and steady approach or REVOLUTION? What say you?

When we first began the Consolarium initiative way back in 2006 its main aim was to explore and share ways in which the use of computer games and game design could have a positive impact on teaching and learning and support Curriculum for Excellence in Scottish schools. Over the years this aim has remained the [...]

via


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