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July 18, 2011

In-game social media client Overwolf enters public beta

New in-game social media client Overwolf, which overlays social media applications such as Twitter, Facebook and Gmail on PC games, has begun a public beta. "Publishers are looking for ways to ignite the viral potential of online games, but integration has been difficult, especially with all of the demands of operating live titles," said Israeli company Overwolf CEO Uri Marchand. "With Overwolf, any game publisher can integrate social media and have it just a click away,” said Chris Kirmse, former general manager of in-game social networking tool builder Xfire. "They have achieved the quality of user interface that I was striving to build at Xfire."
http://www.gamasutra.com/view/news/35911/InGame_Social_Media_Client_Overwolf_Seeks_Publishing_Partners
Gamasutra

 


Todd Howard on Skyrim

The Elder Scrolls veteran on comedy, culture and telling Id what to do.

In the first of a pair of new interviews with Bethesda leads (look out tomorrow for an interview with marketing VP Pete Hines on Bethesda's past, present and future), we speak to Skyrim game director Todd Howard. He's has had a rich history with the Elder Scrolls series, having project led Morrowind, executive produced Oblivion and helped design Daggerfall. We asked him about the series, hoping its latest incarnation will build on some of its more idiosyncratic attractions.

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Zumba Fitness remains UK number one

A fifth week at the top for 505 Game's fitness smash in an otherwise tumultuous week for the UK all-formats software chart.

Zumba Fitness maintains its hold on the UK chart top spot seeing off competition from an ascending Transformers: Dark Of The Moon which this week rises to two.

Dirt 3 slips one place to three after last week's burst of speed, while Call Of Duty: Black Ops finds a spurt of energy and rises from seven to four.

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CrowdStar investing $10 million in social and mobile games

Social gaming company CrowdStar has announced that it is to allocate up to $10 million for investment in "innovative game developers" through a partnership with YouWeb called StarFund. The fund will offer up to $250,000 to developers to allow them to create social or mobile games, while CrowdStar will also provide marketing and analytic assistance. "YouWeb’s mission is helping entrepreneurs build successful products and business models," said YouWeb founder Peter Relan. "As such, StarFund is an ideal partnership for us, because ultimately the mobile entrepreneur wins."
http://www.gamesindustry.biz/articles/2011-07-18-crowdstar-to-invest-USD10m-in-social-mobile-gaming
Gamesindustry.biz


Super Meat Boy co-creator announces The Binding Of Isaac

"A Rogue-like shooter based on the dungeon structure of Zelda," Edmund McMillen's new game is due out on Steam in August. As well as flies that are "attracted to piles of shit and if they eat too much of the shit they get fat and become bloated flys that poop blood at you," it will sport Robotron-style controls and feature a randomly generated world populated with powerups, items and special abilities. Rather than through a typical XP system, levelling will be based on acquiring items from each level's treasure room, shop, boss and secret and special areas: "As you progress your character will change into a monstrous powerhouse not only in stats and abilities but also in appearance." Screenshots below.
http://edmundmcmillen.blogspot.com/2011/07/binding-of-isaac-coming-to-steam.html
Edmund McMillen

 


Former Gameloft studio head accuses developer of poor working conditions

Former head studio programmer at Gameloft Auckland Glenn Watson has accused the mobile developer of poor working conditions and excessive hours. "Some weeks I was work­ing 100 to 120 hours a week," he said. "Starting at 9:30, going home at 2:30 [the following day], and then com­ing back into the office at 8:30 to start work again was not unusual. There were other times when I would be called back into the office at 23:30 by the studio producer, only to head home again at 2:30. It was after I worked four consecutive weeks of fourteen-hour days - including weekends - that I realised I needed to resign." Watson said that the recent similar allegations levelled at Team Bondi by former employees partly inspired his revelations. He also claimed that Gameloft would often impose artificial deadlines in order to make employees work faster, despite the actual timeframes being considerably less tight. "Gameloft asked me to 'apologise' for leaving the studio and shouldering others with the burden of my work," Watson added. "I feel the best apology I can give is to ensure that they never get put through the same rubbish conditions again." We've approached Gameloft for comment.
http://games.on.net/article/13193/Trouble_at_Gameloft_Auckland_Developer_Blows_Whistle_on_120-Hour_Weeks_Dangerous_Conditions
games.on.net


Steam downloads overhauled

Valve rolls out "better, stronger, faster" service.

Valve has rolled out an improved Steam service. According to the Washington-based developer, Steam data will now be sent via a firewall-friendly HTTP system "and will automatically take advantage of web-caching proxies installed at ISPs."

The upshot is that download sizes for patches will be reduced. In the current system, if an individual file required a patch the whole file had to be downloaded, whereas the new system will pull down only the additional data.

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Steam downloads overhauled

Valve rolls out "better, stronger, faster" service.

Valve has rolled out an improved Steam service. According to the Washington-based developer, Steam data will now be sent via a firewall-friendly HTTP system "and will automatically take advantage of web-caching proxies installed at ISPs."

The upshot is that download sizes for patches will be reduced. In the current system, if an individual file required a patch the whole file had to be downloaded, whereas the new system will pull down only the additional data.

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Microsoft: Firstparty Xbox 360 releases "superior" to Nintendo or Sony's

During an interview with Industry Gamers, Xbox CFO Dennis Durkin claimed that Microsoft's first-party Xbox 360 releases to date have been "superior" to those of Sony and Nintendo. In response to a question on whether or not Microsoft needed to bolster its first-party line-up with new studio acquisitions, Durkin answered: "I would ask you to go and look at some of your data, just to compare first party performance over the course of this lifecycle, because I think our first party performance in terms of quality bars and units per title this shift has been superior to our competition's. But certainly we think first party is an important tool and you can't dispute titles like Forza, which has consistently come out on a repeated cadence and sold multi-million units. You can't dispute things like Fable, which again, on a very consistent pace, has come out and sold 2 and 3 million units a pop. And now new titles, like Kinect Sports, which has come out and sold over 3 million units. So we are, not only building existing IP and incubating around titles like Halo and others, but really building new IP in new areas. And that's going to be core to us... to build those experiences and monetize those."
http://www.industrygamers.com/news/xbox-360-first-party-has-been-superior-to-ps3-wii-says-microsoft/
Industry Gamers


Microsoft signs up former C&C developers' game for XBLA

Microsoft has signed up strategy game Skulls Of The Shogun for Xbox Live Arcade. The game has been developed by Haunted Temple Studios which was founded last year by employees laid off from EA's Los Angeles studio after the completion of Command & Conquer 4. "Microsoft totally got our vision and have been fully behind it ever since, and the support we're getting out of them has been seriously as much as I could ever ask for," studio founder Jake Kazdal, who has also worked on Rez, Space Channel 5 and EA's cancelled Spielberg project LMNO, said. "Our extended team is now more powerful than ever!" Microsoft Studios director of first-party Ted Woolsey added: "This studio has kind of the best of both worlds. On the one hand, they practically personify the kind of DIY ethos and independent spirit that's the hallmark of today's most exciting developers. More than that though, it's a studio made up of AAA veterans with incredible resumes. These guys know how to ship great games, and that's huge."
http://www.gamasutra.com/view/news/35917/Microsoft_Studios_To_Publish_Skulls_of_the_Shogun.php
Gamasutra


Retailer claims Battlefield 3 won't appear on Steam

UPDATE: EA has responded to our enquires saying that it has no comment at this time. ORIGINAL STORY: Financial research firm Baird recently met with US retailer Gamestop executives subsequently reporting that, “The upcoming EA title Battlefield 3 will be sold as a download through GameStop, but not through Steam.” The statement follows the omission last week of Steam from a list of Battlefield 3 distributors published by Electronic Arts. The report added: "Given Steam's dominance – and insistence on users downloading a Steam client application – publishers are likely to be receptive to a competitive alternative.” We've contacted both EA and Valve for comment.
http://www.develop-online.net/news/38239/Battlefield-3-wont-appear-on-Steam-retailer-says
Develop


Retailer claims Battlefield 3 won't appear on Steam

UPDATE: EA has responded to our enquires saying that it has no comment at this time. ORIGINAL STORY: Financial research firm Baird recently met with US retailer Gamestop executives subsequently reporting that, “The upcoming EA title Battlefield 3 will be sold as a download through GameStop, but not through Steam.” The statement follows the omission last week of Steam from a list of Battlefield 3 distributors published by Electronic Arts. The report added: "Given Steam's dominance – and insistence on users downloading a Steam client application – publishers are likely to be receptive to a competitive alternative.” We've contacted both EA and Valve for comment.
http://www.develop-online.net/news/38239/Battlefield-3-wont-appear-on-Steam-retailer-says
Develop


July 16, 2011

News round-up July 11-15

Aggressive expansion, expensive acquisitions and App Store price increases - the key stories from a week in videogames.

Monday

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Hollywood veteran joins Respawn as art director

Respawn Entertainment, the studio founded last year by ex-Infinity Ward heads Jason West and Vince Zampella, has hired a Hollywood movie veteran as its new art director. It’s the first time that Matt Codd, who has previously worked on projects like Saving Private Ryan, Twelve Monkeys and Chronicles of Riddick, has worked in the game industry. In an interview on Respawn’s site, Codd said he was attracted to the field by the freedom it grants creators. “… Your mind gets so blurred working on movies and I think it was the other concept guys telling me that how they enjoyed working on games and how much more freedom and time for their imagination they had. So when I was asked to come and meet and do this game I thought ‘If all those things are true, I’d love to come do it,’ and sure enough, it seems that way.” He also said of the difference between the movie and game industries: “…On movies they slap a script in front of you. Pretty much 80% of the movie is going to be made that way. But what’s interesting about this company, or games, I’m not sure if it’s the same way everywhere, is they’re inventing as they go along and then seeing if it fits or if they need to take it out, it’s a far more imaginative way of coming up with entertainment.”
http://www.respawn.com/news/art-director-interview/
Respawn


Former DJ Hero devs reveal new mobile studio

A number of ex-FreeStlyeGames staff have established a new mobile development studio called Music In Colour. Headed up by former FreeStyleGames boss Chris Lee, it’s set to release a music title, Say What?!, for iPhone on July 20. A collaboration between the studio, music production company Reactify and independent recording studio Metropolis Group, the game uses an increasingly cryptic collection of scrolling icons which relate to song lyrics, which players have to correctly identify and tap on to progress. Debuting with four playable tracks from artists Calvin Harris, Scouting for Girls, the Zutons and The Nolans, it’ll be free to download, with additional songs sold via in-app payments of £1.19. “The music business needs to capture a new audience," Music In Colour managing director Lee told the Guardian. "Rather than make a game then license the music, this is much more of a partnership. We think there is a great opportunity to leverage the mobile platform to build something that reaches a wider audience, and monetises music… It's almost a Generation Game mechanic: a simple layer that lives over the music. We're not trying to be cleverer than that. This is about something that appeals in its simplicity, and we're trying not to niche it. It should appeal as much to 8-13 year-old girls as it does to 30-40 year-old males."
http://www.guardian.co.uk/technology/appsblog/2011/jul/13/8linq-say-what-iphone-music-games
Guardian


Ubisoft confirms online pass plans

Uplay Passport granting access to online features and exclusive content to be bundled with new copies of "core" games beginning with Driver: San Francisco.

Ubisoft has confirmed reports that it’s to jump on the online pass bandwagon later this year, joining major publishers like Sony, THQ and EA in restricting online access to its games to those who buy new boxed copies or a one-time use registration code.

Set to be bundled with new copies of "core" Ubisoft games beginning with Driver: San Francisco later this year, the Uplay Passport will offer “access to online features and exclusive content”.

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July 15, 2011

How on Earth can EA afford PopCap?

One of the world's biggest publishers, EA has been loss-making for four years, so where has it found a spare $1.3 billion?

Despite being one of the largest videogame companies in the world, EA has been consistently loss-making in recent times, yet earlier this week it announced the acquisition of PopCap in a deal that could eventually cost $1.3 billion. It's an eye-watering sum, put in context by EA's annual revenues of over $3.5 billion, but rather than fund the deal from its own pocket, EA has carefully structured it to avoid upsetting investors.

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Hitman: Absolution's killer AI

AI is never so scrutinised as it is in stealth games - IO explains how it’s ensuring 47's marks look intelligent.

This is the third and final part in our series of previews of Hitman: Absolution. You'll find our demo impressions here and discussion of its controversial new additions here. 

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Hitman: Absolution's killer AI

AI is never so scrutinised as it is in stealth games - IO explains how it’s ensuring 47's marks look intelligent.

This is the third and final part in our series of previews of Hitman: Absolution. You'll find our demo impressions here and discussion of its controversial new additions here. 

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The Friday Game: 100th

In a week of great free games, Droqen’s creepy balloon ride rises to the top.

This has been a good couple of days for brilliant free games that pretty much speak for themselves. Impasse, for example, is a minimalist puzzler from Wanderlands where the experience of playing provides its own silent tutorial as you move through a series of deviously constructed levels. If you know too much going into it, the joy of discovery is diminished, so all I’ll say is this: over at the developer’s blog, the team is already discussing the creation of a post-mortem.

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Real ID Party available for testing in WOW

Blizzard has revealed that it will test its Read ID Party feature in World Of Warcraft. Real ID Party allows players using Battle.net's social networking system to invite friends of the same faction to a party, regardless of what realm that player is currently located in. The newly formed party is then able to queue up for a five-player normal of heroic dungeon. Aspects of the service may require payment, but Blizzard has said that it will go into more detail on this once the testing period is over.
http://gamepolitics.com/2011/07/14/wow-real-id-party-ready-testing
Game Politics


Homebrew Minecraft demo hits DS

DS modder Smelaum has released a demo of his homebrew version of Minecraft. Players can only add of remove blocks, and there is no way to save at the moment so budding architects may want to stick to simple structures for now. Smelaum intends to rectify that, however, along with adding full-blown level generation in a later release. Take a look at the video below.
http://www.ds-scene.net/?s=viewtopic&nid=11053
DS Scene


Halo designer joins Sucker Punch

Ex Bungie designer Jaime Griesemer has joined Infamous studio Sucker Punch. “I found a great team and a fantastic opportunity just across the street at Sucker Punch Productions,” Griesemer said. “It’s a smaller team, very collaborative, they’ve got enormous talent and they are very hungry – they want to take it to the next level and are willing to put in the effort it will take to get there.” Griesemer added that Sucker Punch fell more in line with the size of operation he wanted to work for: “When Bungie and I parted ways, I didn’t really have a plan. I knew I wanted something different; I’m just not comfortable on an enormous team with a lot of process – it’s creatively stifling.”
http://www.joystiq.com/2011/07/14/half-minute-halo-an-interview-with-jaime-griesemer/
Joystiq


THQ UK studio officially closed

36 staff made redundant, though three new start-ups emerge.

THQ's planned closure of its UK studio, Digital Warrington, has now officially taken place with the loss of 36 jobs. A transition team of ten remain to oversee the PSN release of Warhammer 40,000 Kill Team.

"THQ have done all they can through the consultancy period and have treated staff with respect," studio founder Colin Bell told Develop. "I've definitely been proud to have been involved in setting up and running the studio and have no regrets.

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Bangai-O HD: Missile Fury review

Refined for Xbox Live and now with added projectiles.

Nearly hidden among thousands of missiles is 
the newfound refinement in Bangai-O HD, the eponymous giant robot’s third outing. While 
its DS predecessor Bangai-O Spirits blew the series’ doors wide open – offering customisable loadouts and more than 100 levels that could be skipped or solved – this XBLA version sees Treasure opting for a more tightly controlled, if equally ludicrous, experience.

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