Showing posts with label video game gadget. Show all posts
Showing posts with label video game gadget. Show all posts

Friday, November 6, 2009

Press your luck video game

Ubisoft Ships Press Your Luck Videogame
Big bucks, no whammies.

<A HREF="http://de.ign.com/event.ng/Type%3dclick%26FlightID%3d134181%26AdID%3d148384%26TargetID%3d7367%26Targets%3d23233,6556,7367,7012,6781,6505,18399,22842,6918,19866,7143,7085,10619,13523,22977,23219%26Values%3d34,46,51,85,90,100,110,150,225,227,235,236,268,461,839,1503,1594,1818,2683,2684,2721,2889,3173,3932,4295,4799,6612,6744,8052,8140,59609%26RawValues%3d%26Redirect%3dhttp://coptherecruit.us.ubi.com/" target="_blank"><IMG SRC="http://ads.ign.com/advertisers/ubisoft/cop/Cop_300x250_Backup.jpg" WIDTH=300 HEIGHT=250 BORDER=0></A> By Saudi Ali, Friday 6.11.2009

November 5, 2009 - SAN FRANCISCO - Ubisoft today announced the official launch of Press Your Luck 2010 Edition. Currently available for the Nintendo Wii system, the Nintendo DS system and Windows-based PC, Press Your Luck 2010 Edition features single- or multiplayer modes so that more people can get in on the fun and play together. Additionally, the game allows players to design and customize their own personal avatar. The game has been created by Ludia and is licensed by FremantleMedia Enterprises (FME).

Press Your Luck is a true-to-life revival of the famous game show from the 80's rendered with a dynamic new design. Players assume the role of one of the three contestants competing to win by answering a series of trivia questions correctly, to earn "spins" on the Big Board of cash and prizes. All of the elements of the original TV game show, including thousands of general knowledge trivia questions to challenge players, are included, as well as animations of the memorably mischievous Whammy character to punctuate the game. Whichever player ends the game with the highest earnings wins, while successfully avoiding the dreaded Whammy or risk losing it all. Additionally, there are a host of special unlockable items to reward players for progress in the game.

Consumers can play mini-games that replicate the game show experience, as well as enter for chances at real prizes at the Press Your Luck 2010 Edition website at www.gameshowvideogames.com, which also include The Price is Right and Family Feud.

About Ubisoft
Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through a strong and diversified line-up of products and partnerships. Ubisoft is present in 28 countries and has sales in more than 55 countries around the globe. It is committed to delivering high-quality, cutting-edge video game titles to consumers. For the 2008–09 fiscal year Ubisoft generated sales of 1.058 billion euros. To learn more, please visit www.ubisoftgroup.com.

About Ludia Inc.
Ludia creates and distributes cross-platform interactive entertainment with mass consumer appeal. Located in Montreal and founded by experienced industry players, Ludia's innovative and high-quality product portfolio consists of original and branded properties including American Idol, The Bachelor & The Bachelorette, Family Feud, Hell's Kitchen, Press Your Luck, The Amazing Race, The Price Is Right and Where's Waldo?.
www.ludia.com

About FREMANTLEMEDIA ENTERPRISES & FREMANTLEMEDIA
FremantleMedia Enterprises is the brand extension arm of FremantleMedia, offering a one-stop-shop for all Licensing, Distribution and Home Entertainment. It is a division of FremantleMedia, one of the largest international creators and producers of entertainment brands in the world with leading prime time drama, serial drama, entertainment and factual entertainment programming in over 40 countries worldwide. FremantleMedia is a subsidiary of RTL Group, Europe's largest television and radio broadcast company, which is 90% owned by Bertelsmann AG, an integrated media and entertainment company that commands leading positions in the world's media markets. For further information, visit http://www.fremantlemedia.com.

About FREMANTLEMEDIA NORTH AMERICA
FremantleMedia North America (FMNA) is the U.S. production division of global media giant FremantleMedia. Based in Burbank, California, FMNA produces entertaining and innovative programs for network, cable, syndicated and online platforms, including the Emmy-nominated musical/reality phenomenon "American Idol" (FOX), "America's Got Talent" (NBC), "Let's Dance" (ABC), "Can You Duet" (CMT), "The Chilli Project" (MTV), "Secret Girlfriend" (Comedy Central), "Let's Make A Deal" (CBS), "Family Feud" (syndicated), "Million Dollar Password" (CBS), and the longest-running game show in television history, "The Price Is Right" (CBS).

About "PRESS YOUR LUCK"
First broadcast in 1983, Press Your Luck became a classic TV game show where contestants collected "spins" by answering trivia questions and then used the spins on an 18-space game board full of cash and prizes. It featured the animated Whammy character that included celebrity Whammies (Michael Jackson, Boy George and Tina Turner) as well as seasonal, sport Whammies and many more!

New videogame : Modern Warfare 2


Blowing away terrorists, apparently, never gets old.
The new videogame Call of Duty: Modern Warfare 2, set to hit stores Tuesday, is a sequel spawned by sequels. But rather than following the frequent pattern of franchises fading as they age, Modern Warfare 2 is the most highly anticipated game of the season.

"It's the biggest launch in our history, bigger than Halo 3," said Tony Bartel, merchandising and marketing chief for videogame retailer GameStop, which has been taking pre-orders since April.
The manufacturer, Activision Blizzard Inc., has been advertising the first-person shooter game since March. Wal-Mart and Amazon are offering special deals. Analysts say rivals have postponed the release of other big games to steer clear of Call of Duty, although the companies won't admit it. Hopes are high that its sales will provide a much-needed boost to the whole industry.
The first three Call of Duty games, beginning in 2003, took place during World War II. They were well-received but didn't stand out. But two years ago, when the setting was changed to current times, Call of Duty 4: Modern Warfare took off, selling six million units in its first quarter of sales, according to Wedbush Morgan. This week's sequel could double that, says analyst Michael Pachter.
The original Modern Warfare was like an action movie, and followed the story of Russian ultranationalists who are trying to trigger a global war. Players took on different roles throughout the game, such as an American or British soldier. In one gritty surprise, a character that players played for part of the game is killed.
"We constantly want you to never have a moment to sit back and do something for the sake of doing it," said Robert Bowling, creative strategist at Infinity Ward, the game's developer. "You never know what to expect next."
Details are under wraps, but Infinity Ward says it has loaded its latest game with new experiences, including new weapons, battlegrounds and a special ops feature that allows two-player cooperative play. A recent trailer revealed that part of a battle against the terrorists would take place in Washington, D.C. A separate sequence takes the players through a civilian slaughter scene.
Write to  Saudi Ali at saudimohdali@gmail.com

Gwen Stefani in Band Hero avatar argument

Ain't No Doubt about it
US ska-pop band No Doubt - best know for its 1996 hit Don't Speak - has become the latest group to throw a hissy fit over the use of its lead singer’s likeness in a videogame.
The band agreed to lead singer Gwen Stefani’s likeness being used alongside three No Doubt songs included in Activision's videogame Band Hero, but they now object to gamers being able to ‘play’ Stefani alongside songs from other bands.
No Doubt has allegedly accused Activision of a breach of contract. Activision has said it “believes it is within its legal rights with respect to the use and portrayal of the band”, according to a report by the BBC.
The case smacks of a similar argument between Activision and early 1990s grunge rockers Nirvana.
Just last month the band’s surviving members – among them Foo Fighters’ frontman Dave Grohl – protested that gamers should only be able to use Kurt Cobain’s likeness to play Nirvana songs in Guitar Hero 5.
It is believed No Doubt is seeking unspecified damages and an injunction preventing Activision from distributing the game. ®

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Online game world-Regulation Warcraft

From China Real Time Report:
The turf battle between two Chinese bureaucracies appears to be escalating, with NetEase and the World of Warcraft videogame at its center.

Bloomberg News
According to a statement, China’s General Administration of Press and Publications said it rejected NetEase’s application to operate Burning Crusades, the latest version of World of Warcraft. NetEase acquired the license to the popular game after Activision Blizzard dropped its previous China licensee, The9.
The regulator demanded, however, that NetEase stop taking payments and registering new game accounts, or else face punishment that includes “suspension of its Internet service.”
GAPP acknowledged that it had allowed NetEase (through a Shanghai affiliate) to start testing the game from July 30 on the condition that the company wouldn’t charge players or accept new account registrations. But on Sept. 19, NetEase officially resumed the operation of WoW in mainland China, allowing Chinese players to add money to existing accounts and register for new ones, even though it hadn’t received formal approval — actions which GAAP characterized as illegal.
China’s Ministry of Culture promptly weighed in with a response. Liu Qiang, director of the ministry’s Internet culture office, said that GAPP would be violating government regulations if it punished an online game company, according to Sina.com.
The central government has previously tried to clarify the responsibilities of the two regulators regarding Internet games. According to China’s State Commission Office for Public Sector Reform, GAPP is responsible for pre-approval of online game publication, but once a game is released online, it falls under the sole jurisdiction of the Ministry of Culture.
On Sept. 28, culture officials again released a notice that said it alone could supervise China’s online-game market. It added that it would be in charge of punishing companies that operate online games without GAPP approval.
Last month, GAPP released a circular banning foreign investment in China’s online-game industry.
Neither GAPP nor the MoC responded to questions regarding the apparent conflict. NetEase declined to comment.
Chinese WoW players are divided over the dispute. “WoW playes are the ones suffer the most…who cares about us?” said one player on a popular local game forum. Other said they were taking a wait-and-see approach.

Friday, October 30, 2009

Horror video games scare up record sales.....

Horror video games scare up record sales
By Saudi Ali Fri Oct 30, 2009 

RALEIGH, North Carolina (Reuters) - What do Jigsaw from "Saw," Freddy Krueger, and Jason from "Friday the 13th" all have in common, besides serial killing? Video games, if the horror stars' latest round of promotions are to be believed.

Horror video games are having a record year as zombies, monsters, demons, and chain-sawing wielding psychos fight against the consoles, making video games the new home of horror for some.

Michael Pachter, video-game analyst for Wedbush Morgan Securities, said about $147 million worth of horror video games have sold in the United States alone this year through September compared to $131 million in total for all of 2008.

Actor Kane Hodder, best known as the man behind Jason's mask in the "Friday the 13th" movies, believes scary games have an advantage over horror movies as disillusionment sets in with horror movie remakes and recycling old horror themes.

"Whenever horror movies do well, Hollywood always rushes more into theaters and people get a little burned out on them," said Hodder, who has worked in the videogame industry.

"But with games, there are fewer choices in the genre and they tend to be spaced out better."

With Halloween this week, movies like "Saw VI," "Paranormal State" and "Zombieland" are luring audiences seeking a scare to the movie theaters.

Haunted attractions have also risen across the United States, with these increasingly high-tech venues doing everything possible to make a scary scenario seem real, which includes hiring actors to jump out at people and using theatrical sets.

HORROR IN YOUR HANDS

But actor Robert Englund, who played Freddy Krueger in the "Nightmare on Elm Street" films, said video games gave horror-seekers a different experience.

"Halloween gives fans the chance to dress up in costumes and celebrate horror, but video games are the best way for fans to actually participate in these worlds," he told Reuters.

For those looking for virtual scares this Halloween, there are some new options. Konami Digital Entertainment and Zombie Studios just released "Saw" on Xbox 360 and PlayStation 3 in tandem with the new movie that features killer Jigsaw putting his victims in deadly contraptions to torture them.

"The game, itself, is very "Saw"-like because you get to make a bunch of different choices," explained actor Tobin Bell, who plays Jigsaw in the new game and the six films in the series.

"Of course, the choices have consequences, which is very much like the films. What's interesting for fans is that the game is set between the first and second films, so it will be a new experience for them."

However the monster of the horror video game genre remains Capcom's "Resident Evil 5," which was launched on Friday, March 13, this year.  Continued...

Thursday, October 22, 2009

buy two and get one from Best Buy promotion.

Buy two and get one free is the latest offer by Best Buy stores.
edited by: Saudi Ali 23.10.2009


From this Sunday (October 25th), Best Buy is hosting a buy-two-get-one-free sale on any game under $59.99.

Handily, “any game under $59.99″ essentially means any game, aside from those pricey Rock Band/DJ Hero/Guitar Hero bundles, so it’s a bit of a good deal, really. You can even buy games from different platforms, and Xbox 360, PS3 and Wii games are all part of the deal.

I recall the store did this last year and got a stellar reaction from consumers. A repeat in 2009 will mean we get to feast on cheap games again in 2010, so get your wallets out, people.

Monday, October 12, 2009

What makes the video game scarry....

Review                        How does it becomes scarry...


  • What Makes A Video Game Scary


    How can a video game be scary? Unlike horror movies where you're stuck watching some hapless victim succumb to scary stuff, video games empower players to fight back. Or at least run away. It's October. Time to identify horror-gaming's essentials.
    Some of the scariest experiences I've had in my life come from video games. I can remember running from the family computer room in tears after a wax skeleton in an Are You Afraid of the Dark game chased me through a basement.
    My chest still gets tight whenever I hear a burst of radio static, thanks to Silent Hill.
    And there is this one scene in Dead Space that gives me goose bumps whenever I think about it.
    Horror in video games is more complex that what goes on in horror movies. True, the feeling of terror you're supposed to experience is similar. Scary video games and movies both rely heavily on pacing, shocking imagery and music. However, games are an interactive experience. There are consequences for the player that nobody in a darkened movie theater could relate to. Horror games need gameplay elements that don't distract you, level design that leads you into danger in ways you can't predict and art direction that plays with your head so that you buy into what you're experiencing instead of rationalizing it away as "just a game."

    Scare Tactics: Dead Space
    Here's how a game can use its gameplay, level design and art direction to utterly freak you out: see Dead Space. In this game, you're a space mechanic stranded on a ship overrun with creepy, crawly aliens. On a superficial level, it's no different than a zombie shoot-em-up game. However, there is so much going on at a deeper level in Dead Space that it creates a multifaceted horror experience.
    For example, art director Ian Milham explains that the use of differed lighting over a setting that looks like the inside of a rib cage was a big part of making Dead Space scary. "In a horror game, when you're walking around, you walk slower than … in a shooter game," he says. "You look at the world a lot more intently because you don't know where [enemies] are and you get kind of spooked out. So the ribbed motif created hard scissor-lines in the background and moving shadows — there's a lot for the light to play across."

    The effect creates the scene that gives me goosebumps. You're walking down a hall where all you see is harsh shadows. Then you round a corner and see a mutilated person banging their head against the wall. The light from a nearby doorway plays across the gray steel wall and the red, ragged flesh hanging from the man's torso. The image is so shocking that for a moment you don't realize what's happening to this person. Then he shifts backward and slams his head against the wall so hard his skull cracks and he falls down dead. His smashed head leaves a red smear on the gray wall.
    That part of the game stuck with me almost more than the creepy aliens that still retain fragments of the human bodies they took over. It's beyond scary to me — it's flat-out disturbing.
    "Scary is the result of lot of things," Milham says. "The first thing you've got to do is give the world and what happens in it consequence and reality and make it super-grounded. So … when you see something terrible, you really believe it in a way [that you don't normally believe with a video game]."
    A big challenge the Dead Space team had to face was making you believe that you were powerless as the main character – even though you're able to make him run away from danger or shoot aliens with space weapons. "One of the things I said [to the design team] is ‘No Final Fantasy effects with weapons,'" says Milham. "If you're too fantastic with something, you don't really believe it. All the scary stuff just kind of goes away."

    Head Games: Arkham Asylum
    Here's another game that can freak you out, even though it's not a horror game: Batman: Arkham Asylum. In this game, you're following a story based on familiar characters from a comic book series with an established history. Batman seems nearly invulnerable because of his high-tech gadgets and rippling muscles. But then you encounter a character called the Scarecrow who employs mind tricks to weaken Batman. Okay, fine, that's canon — but the Scarecrow level design in Arkham Asylum isn't just playing with Batman's head. It's playing with yours.
    "During the Scarecrow levels we wanted to provide a constant sense of tension and vulnerability, as if they're constantly just inches from the Scarecrow's grasp," explains Jamie Whitworth, designer on Arkham Asylum. "We compared this to common scenes in slasher flicks when the protagonist is attempting to hide from the villain whilst both characters are in the shot and would usually end in a panic stricken dash to safety."
    But unlike a slasher flick where you're yelling at the dumb bimbo to run or call 9-1-1, you're the one responsible for getting Batman through the levels unscathed. You see him cough and know he's been Fear Gassed by Scarecrow. Then the lighting begins to change and the long corridor down which you're walking skews to one side. Little by little as you walk down the hall, the pieces of the realistic setting fall away to reveal things you know can't be true — like rain falling inside a building. But your eyes are still seeing them. The gameplay communicates to your hands that, yes, that is, in fact, a gap you can fall through in the floor. You believe the upsetting things you start to see: such as a weeping person who sometimes appears as Batman and sometimes appears as an Arkham patient, depending on the light.

    "[D]ropping players directly into the surreal Scarecrow levels wouldn't have provided the necessary set up and it was easy to lose the sense of dread when these rooms were taken out of context," says Whitworth. "The hallucination sequences were used to chip away at the player's confidence and sense of reality so that they were on the edge before Scarecrow even shows up."
    The overall effect is unnerving in a way that's similar to that hallway scene in Dead Space, if ultimately a lot less disturbing.
    Lingering Fear
    Horror in video games is both a tangible sensation and abstract emotion. Unlike a movie, which can only appeal to a limited spectrum of those senses at a time, the horror we experience in video games can come at us both from what we see and experience and what our minds supply us with as we play. When done right, it leaves a lasting impression on a player... like a scar on the mind you worry at whenever the lights go out.
    That's probably the best tool developers have to work with when making their games scary: your own mind.
    "A lot of the horror comes from not knowing what's coming next, that sort of endless tension," Milham says. "You set up rhythms where you do an obvious scare with obvious foreshadowing and then you do another. And then you do the foreshadowing and you don't [scare them], and you wait a couple beats longer just long enough for them to go ‘Oh you guys, you were going to scare me and then you didn't.' And then... OH MY GOD!"

    PIC — Scarecrow
    PIC — Batman
    PIC — The Ring


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