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Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Grand Theft Auto makes for more carnage on the iPhone

Grand Theft Auto makes for more carnage on the iPhoneGrand Theft Auto: Chinatown Wars [App Store] was quietly released into the App Store this evening. Chinatown Wars for the iPhone seems to lie somewhere in between the DS and PSP versions in regards to graphical quality, but as far as pure GTA gameplay, everything so far seems intact. (Complete with an awful lot of swearing.)

Much like other versions of the game, screenshots barely do it justice. Liberty City in motion on the iPhone is amazing, and all the jagged edges in the screenshots quickly fade away when you're racing down a street, under elevated train tracks, and through alleys as you escape the police. The realtime clock in-game also changes the lighting of the city, shifting from the orange glow of a sunset to the street lights turning on at night. It really looks awesome.

IMG_0359

The basic premise of the game involves a man named Huang Lee, the son of a Triad gang boss who was recently sent to sleep with the fishes. He flies in to Liberty City with a heirloom sword his father won in a poker game, deciding to deliver it to his uncle. Of course things never go as planned, and not long after landing Huang finds himself in the middle of a gunfight and winds up getting kidnapped. After stealing the sword, the assailants assume Huang is dead, and looking to dispose of the body drive the car he's in off the side of a pier. In the same vein of other GTA games, story isn't really anything revolutionary, but it gets the job done.

Chinatown Wars is controlled very similar to Gameloft's Gangstar, with virtual buttons and a joystick that handle all the driving, running, shooting, and other activities in game. The iPhone port of Chinatown Wars retains the stylus minigames that filled the DS version, appearing in a little popups where you do things like tap to smash the window of the car you were trapped in at the beginning of the game, slide your finger around to turn a screwdriver to start a car you're stealing, etc.

IMG_0354When the Nintendo DS version was first released, I devoted hours to playing through the game. So far the iPhone port seems like a faithful reproduction with quite a few expletives. I obviously don't have the full text scripts of both games to compare, but everything I've come across so far has fit with what you would expect out of a GTA game, and it would appear that very little if anything was actually censored for the App Store release.

Chinatown Wars seems to be a complete GTA experience. You have your apartment that serves as your character's hub with a "Fruit" computer you can check emails on, a garage you can stash a car in, and when you're on the road there is a full GPS system with a map of Liberty City that you can plot your destination on to easily get from one side of the city to the other. There's all kinds of stat tracking that will tell you everything from how many bullets you've fired to how many fish you've fed and in-game options that offer all kinds of different tweaks to the interface and gameplay.


[ Full HD version | Low Bandwidth version ]

We weren't initially sure if this release was intentional, as we expected some amount of pre-release fanfare from Rockstar, but we are going to be working on a full review of this version of the game.

App Store Link: Grand Theft Auto: Chinatown Wars, $9.99

How to Hack PSP 3000 5.03 with GEN-B to Play Latest Games [PSP 3000 Hacking]

lbp-psp-490

This is an update for users having PSP 3000 series of PSPs having Custom Firmware 5.03 ChickHEN R2 GEN-A, new version GEN-B has been released by Team GEN which will let you play the latest games like LBP, Assassin Creed, Tekken 6 and many more recent releases from Memory Stick on the PSP 3000. The update is simple if you have already used my famous PSP 3000 Hacking Guide to install ChickHEN R2 GEN-A, if not then use that guide first to get to GEN-A and then use this tutorial to update to GEN-B.

How to Upgrade your PSP 3000 to 5.03 GEN-B Custom Firmware

  • Go to System Information to check the if you have successfully installed GEN-A
  • Download GEN-B File and extract it to desktop
  • Connect your PSP 3000 to your PC
  • Copy the “5.03GEN-B” folder from the files you extracted (inside PSP->Game) and Paste it inside your PSP Memory Stick “Game” Folder
  • Disconnect your PSP
  • Go to GEN-B Quick Updater in “Game” inside your PSP, Press X to Begin Installation
  • Press X again to boot into GEN-B custom firmware
  • Congrats you have successfully installed 5.03 GEN-B

Learn More:

Use this Tutorial to make ISO/CSO files from your PSP UMDs

Tutorial on How to Play ISO/CSO files on your Hacked PSP 3000

FAQs

Which versions of PSP will this hack work on?

On PSP 3000 series, like PSP 30001, 3004, 3006 having custom firmware 5.03 Gen-A, for more details see my previous tutorial, it also works on some PSP 2000 with TA-088V3

Will this hack brick my PSP 3000?

No this is completely safe, I‘ve tested this on my PSP 3004

Any troubles with this PSP 3000 hack?

Yes, if you shut down or restart your PSP, the hack will be gone and you have to install GEN-A again and then GEN-B again, just put your PSP in standby mode to save yourself from trouble

First time GEN-B worked and now it isn’t working?

Press Left trigger while booting into GEN-B

I upgraded to higher official firmware, is downgrading possible?

Downgrading of PSP 3000 firmware is not possible as of now

List of games that work with PSP 3000 5.03 GEN-B

I’ve tested these new games as of now Dirt2, Tekken 6, Little Big Planet, if you have installed GEN-B, plz let us know the games you are able to play with GEN-B

If you have any other questions let me know in comments.

Minigore for iPhone – unleash the beast within

Article teaser: Minigore 002

Minigore promised a lot, but the initial, rushed out release ended up a bit shallow. The 1.1 update adds missing features, providing solid groundwork for lots more content that’s already being developed. If you feel like blasting some furries, check out this amusing survival shooter.

Article teaser: Minigore 002

I previewed an early work-in-progress Minigore for iPhone three months ago. The initial 1.0 version had been rushed out and lacked depth and features that would make for a compelling purchasing argument, so I waited for the updated version before reviewing the game. Having played the golden master of the 1.1 version, due within days, I’m much more satisfied, although there’s still work to be done here before I can safely recommend Minigore to the survival shooter fans.

A shooter with furries

Minigore for iPhone (screenshot 100)Enter John Gore, a little fellow lost in an eerie place inhabited by hairy creatures with sharp teeth that are swarming from all sides to bite you. The twist: Furries come in four sizes and come apart like Russian Nesting Dolls when you blast them, meaning you need to prioritize your shooting accordingly. Besides the default machine gun with unlimited ammo, you can pick up a shotgun power-up that does more damage, and an exploding booby trap. Collecting three four-leafed clovers found when you kill a certain amount of furries will temporarily transform you into the agile Beast on fire.

While in this mode, you can do clover-combos to maintain the Beast for as long as possible. Make sure you prioritize the clover collection according to your current status. For example, if you can handle furries and you’ve already collected two clovers, try not to collect the third clover until furries overwhelm you. Don’t wait too long, though, because if too many furries surround you, you won’t get the third clover in time.

Simple controls will try to break your concentration

Minigore for iPhone (screenshot 101)The left and right virtual analog sticks enable pretty accurate and simultaneous moving and shooting in all directions. The controls work best when you’re relaxed, moving your thumbs gently. That’s easier said than done, however. Your heart rate will go up as more and more furries amass on the screen. When the cartoonish creatures tighten their grip, you’ll panic. But don’t squeeze your device, that’s exactly what these critters want you to do. Maintain your concentration, aim accurately, and find a safer place. Don’t rest for too long, though, as the furries you left behind quickly work out a new route.

The settings interface lets you flip between left and right landscape (so that iPhone’s headphone jack doesn’t get in the way) and show or hide semi-transparent sticks and mini radar so nothing obscures your view. You can also play your own music and turn off music, sound effects, and voice samples separately, although I’d prefer separate volume settings for each. Minigore is OpenFeint-enabled so your score is uploaded to the social gaming network’s global leaderboard.

Nice to look at

Graphics-wise, Minigore sports a distinctive look and feel, a cross between cartoons and storybooks, all rendered in isometric 3D with nicely shaded bushes, trees, and other props. The whole game is a single giant map scrolling smoothly in all directions as you move about, with objects skewing slightly in 3D as they come in and out of the screen. A pretty environment is an integral part of the gameplay: Little furries jump out of bushes, trees slow down furries, while large trees provide you with brief cover – but they may also be a summer camp for furries in there. You’ll also appreciate the cool John Gore voice-over, courtesy of Arin Hanson, creator of the popular Metal Gear Awesome.

Minigore for iPhone (screenshot 106)

Conclusion: A solid groundwork for future versions

Minigore is being developed by the Finnish developer Mountain Sheep and put forth by the U.K.-based publisher Chillingo. If you’ve played casual shooters like iDracula, you’ll feel right at home with Minigore. The 1.1 version is worth the asking price, but versions 1.2 and beyond will be real steals due to lots more enhancements and content. The developers have told me that you can expect the insane mode, the mysterious mushroom, and new bosses. Co-operative play over WiFi and Bluetooth is also in the works: Whenever either one of the players has full health, it doesn’t matter if the other one dies – he will come back to life; but if both are down to one health, the next death ends the game for that player.

Finally, the Enviro Bear and Lizzi characters from the Sway game will make an appearance in future updates as playable characters – as will Evan Hsu, the real person who won Chillingo’s contest. Pitty there’s no free version to try before you buy. Minigore appeared on the App Store Thursday so you can pick it up now. The game works on all iPhone and iPod touch models and requires the iPhone OS 2.2.1 or later.

App Store link - Minigore ($0.99)

Minigore 1.1 in bullets:

  • John Gore voice-over: The Egoraptor, Arin Hanson, creator of the popular Metal Gear Awesome and other videos in the Awesome-series, stars as the voice of John Gore.
  • One large world: The game environment and characters are rendered in a distinctively-styled isometric 3D graphics.
  • Treacherous environment: 3D bushes, trees, and props provide you with a brief cover – unless furries are lurking in there.
  • Multiple furry types: The small Minifurry, the Furry, and the lamentable Giant Furry hidden inside one another like Russian Nesting Dolls. There is also the normal Firefurry and the Giant Firefurry.
  • Three lives: No energy bar, enemies can touch you three times. When a third health (a headband) goes away – buckle your seatbelt, Dorothy, ’cause Kansas is going bye-bye.
  • Furry Sense: Designates the furries’ whereabouts with icons alongside screen boundaries so you can hunt furries before they surround you.
  • Three weapons: the machine gun comes with an unlimited ammo, a double-barreled shotgun gives you extra boost, and an exploding booby trap catches unsuspecting furries with.
  • The Beast mode: Collect three four-leafed clovers to transform briefly into the Beast. Run furries over, eat them alive, and even do clover-combos to maintain the Beast for as long as possible.
  • Soundtrack: Fully orchestrated original soundtrack with a taste of the Monkey Island atmosphere.
  • iPod support: Play own music directly in the game (requires the iPhone OS 3.0).
  • Flip screen: The game supports both left and right landscape orientations for the screen.
  • Automatic save/restore: When you quit the game to pick up a call, it saves the state so you can continue playing right where you left off.
  • Two achievements: Expert and insane mode.
  • OpenFeint 2.1 support: Save your score to the global leaderboards.

The future of iPhone games

With the release of "2012," the iPhone app tied to the forthcoming Sony Pictures film of the same name, a group of developers may have kicked off the future of games on the hit smartphone.

While the game itself is fairly simple and lasts just minutes, it incorporates features that may never have been tried before, and as such, could be among the small number of titles that are showcasing what will soon be considered par for the course.

In the minds of many industry observers, thanks to its integration of a functional operating system, an accelerometer, GPS and a camera, and the fact that thousands of developers, big and small, have released games for the iPhone, the Apple device has already surpassed Sony's PSP and Nintendo's DS as the most important, or at least most adaptable, portable gaming platform.

But as developers get more creative and as its technology improves, it's likely that the iPhone will only get more impressive as a gaming machine.

The new iPhone game, 2012, features an innovative ability to call out to people on a user's contact list for help with answering tough questions. This is one example of where features in iPhone games are heading.

(Credit: Daniel Terdiman/CNET

With "2012," the developers at augmented reality entertainment production studio Trigger seem to have broken new ground with a couple of features. In the game, players are tasked with making their way--virtually, of course--from their real-world location to a digital Tibet. They do so by answering trivia questions related to survival, and with each correct response, they are credited with hundreds of miles of forward progress.

But sometimes the questions can be difficult, and since players get only three "lives" with which to get to Tibet, the game borrows a page from the TV game show "Who Wants to Be a Millionaire"--players are able to cash in "lifelines," and reach out to real-world friends for help with tough questions.

To do so, players can call people from their iPhone contacts list, directly from within the game, a feature that, according to Trigger president and executive creative director Jason Yim, had never been implemented in an iPhone game before.

And while from a user experience perspective, the procedure seems very simple and well-integrated, Yim said that from a technology perspective, successfully integrating phone calling from within the game was "quite complex."

By itself, the feature may not come across as that impressive, and it has some serious flaws--for example, each time someone plays the game, they must re-enter the three people they wish to call for lifelines, something that can be time-consuming for someone with a lengthy contacts list. But as a technological innovation that will eventually make its way into any number of games, the feat is both impressive and important.

Just the beginning
To Yim, however, tools like this are just the beginning of what will soon be a new wave of feature innovation, many of which will happen as developers clue in to how to take things to the next level, and others which will come as a result of new developments in the iPhone operating system itself.

For example, he pointed to the fact that Apple is now allowing Flash programmers to bring their applications to the iPhone, a move that will make it possible for many games to now be ported onto the device, and which will make it "simpler to create basic content for the iPhone."

And new innovation, exciting especially to a company like Yim's Trigger, is the emergence of new augmented reality games that double as marketing vehicles for large companies. Already, some apps for the iPhone 3GS--which, unlike the two earlier versions of the iPhone, has a built-in compass--have implemented AR, such as a secret feature in the Yelp app that lets users shake their phone three times and see restaurant names and reviews appear on the screen over the video they're watching.

But Yim suggested things will soon go beyond that. For instance, he said that an iPhone user might be able to walk up to an AR-enabled poster, point their device at it and automatically unlock some sort of prize. Similarly, a user could take their iPhone into a McDonald's, or some other partner restaurant, and get a free french fries, all because the device knows where it is, and syncs that awareness to some sort of marketing campaign. And if that was built into a game of some sort, it would give players an incentive to participate.

One-point-five Life
To Ge Wang, the chief creative officer and co-founder of hit iPhone apps Ocarina and Leaf Trombone developer Smule, augmented reality is exactly the direction that the next generation of iPhone games will take.

Wang said that the iPhone, as a device, is moving people's sense of computing into a new age, taking them away from their monitors and letting them go anywhere they want. As a result, games will be able to leverage that newfound computing freedom and blur the lines between the virtual world and the physical world.

"I think maybe for the first time, with the iPhone and all these supersmart phones," Wang said, "you have (the convergence of a couple of) things you need for augmented reality."

First, he said, is a ubiquitous computer in the hands of millions of people. And second is that that device, always in users' possession, provides consistent network connectivity and location awareness.

Add that to the fact that the iPhone, especially the 3GS, is rich in sensors, and you have the ability, more than ever, to bring connected gaming out into the open world.

"The time's never been better or more ripe for...this kind of mixed virtual reality," Wang said. "It is kind of this alternate reality, and augmented reality. It's not quite Second Life, and it's not first life. It's almost 1.5 Life."

Wang also pointed to the push notifications feature of the iPhone's OS 3.0. He suggested that game developers would be able to change the dynamic of how people play games together, and that with push, "people don't have to be proactive, they can be reactive."

In other words, multiplayer iPhone games could offer each participant the ability to take turns, regardless of where that person is, because the device can send a notification when it's time to take action. And that's just one example. It's hard to prognosticate the endless ways that this kind of tool could be implemented in games, but to Wang, this kind of feature means players can having passive relationships with the games they play to more active ones.

Smart micro-transactions
Another future game innovation is likely to be what Seth Gerson, CEO of iPhone app developer LastLegion Games, which built the official iPhone game for the film "Watchmen" called personalized in-app purchases.

Already, some iPhone games and other applications allow in-app purchases--but to Gerson, those tend to be a bland set of offerings that pay no mind to the personal preferences of users.

But that will change, he suggested, as developers get ahold of and mine new behavior data that allow them to offer players the specific kind of virtual items they want. "You can give the consumer a voice in what they're purchasing," Gerson said, "and give them better experiences."

That means, essentially, that iPhone games will be set up to determine, based on how people play, or on preferences they've asserted during play, the kinds of items the might want to buy. In a first-person shooter, that could mean offering specific kinds of weapons or armor, or different kinds of outfits in a fantasy game. The sky, really, is the limit, so long as developers think about what the data they collect mean and use it to enhance players' experiences.

Gerson also thinks there is a future for iPhone game features based on cloud computing. He said it's too early to say exactly how that will evolve, but the upshot is that developers will be learning how to automatically transform multiplayer games into solo play if someone's network connectivity is lost. Further, he said, technological advances in data distribution will mean that multiplayer games will work better even on AT&T's EDGE network and won't require 3G for seamless across-the-network play.

Given that Apple always plays its cards close to its vest, there's no way to know for sure what kinds of technological innovations are coming for forthcoming versions of the iPhone or its operating system. Much can be guessed, of course, and developers are going to have to stay a step ahead if they want their games to be relevant and exciting to players faced with nearly limitless choices.

It also matters, of course, how new innovations are implemented. It doesn't do anyone any good when new features are rolled out if the way they're done makes for a mediocre user experience. But when done right, a new feature can be disruptive and force everyone in the field to stand up and take notice.

Because the iPhone environment is so adaptable, as it should be given that it is a functional, albeit limited, computer, it is certain that there is no limit to the kinds of innovations that are coming down the line, both for games and for other kinds of apps. But given that games are one of the most popular genres of apps for the device, you can be sure that if there is one area certain to highlight the evolution of new kinds of features, games will be where the action is hottest.

OCZ Sabre OLED Gaming Keyboard review

Art Lebedev Studio created a whirlwind of excitement when their Optimus Maximus keyboard concept surfaced in 2005. The peripheral touted a full set of OLED (Organic Light Emitting Diode) buttons that were 100% user-customizable and downright amazing-looking.

I had the opportunity to see it in person at the 2008 Consumer Electronics Show as well as get some hands-on time with its little brother, the Mini Three. The hype was real and the technology very cool indeed. I wanted one, as did nearly everyone else -- that is, until the company revealed how much it would cost. Priced at over $1,400, the Optimus Maximus remains more fantasy than reality, as the closest most users will come to it are the photos and videos available online.

Fortunately for those interested in OLED Keyboard technology, Art Lebedev isn’t the only player around. OCZ Technology recently released their Sabre OLED Gaming Keyboard, which features a bank of nine programmable OLED keys and a significantly cheaper price tag.

Aside from the bank of OLED keys, the Sabre is a pretty standard 103-key unit. The board’s bezel is dark gray with a smooth black wrist rest area lining the lower portion. There is no real wrist rest which may take some time to get used to if your previous keyboard had one.

The Sabre arrived in a standard retail keyboard box, with a quick rundown of some prominent features printed on the front as well as a complete list of specifications on the reverse. Inside we found the keyboard itself along with a Quick Start Guide. Drivers (both 32 and 64-bit flavors) as well as the User Manual come pre-loaded on the keyboard’s 128 MB internal flash memory.

The nine programmable OLED keys are positioned on the far left of the keyboard. Each has a resolution of 64 x 64 pixels, 2000:1 contract ratio, 160-degree viewing angle and a brightness rating of 100 nits. Unlike the Art Lebedev offerings, the Sabre's OLED keys are not full color and only display in yellow, so don’t expect many Ooh’s and Ahh’s from onlookers.


The top of the board has a single USB cord to connect to your computer. There are no media keys, fancy LCD screens or USB ports here, but OCZ hopes the OLED keys make up for these missing features.

Instead of using backlit keys like many enthusiast keyboards on the market, the Sabre features a blue LED sidelighting effect designed to illuminate the areas on either side of the keyboard.

Two rubber feet on the underside of the board near the bottom help to keep the unit in place during use. There are also two retractable feet near the top should you prefer to type on a slight incline.

Some readers might recognize this board as the "United Keys OLED Keyboard". According to their website, Foxconn manufactures this board and OCZ has purchased the licensing rights and is marketing it as their own. This is common practice among many accessory providers and is nothing to be concerned with. United Keys does sell this board under their brand as well, but it is $45 more expensive than OCZ’s offering, so there would be no reason to select it over the OCZ-branded product.

EA Mobile Signs Distribution Deal with Namco Bandai Networks Europe

http://www.dghugo.com/wp-content/uploads/2008/04/ea_sports.pngVideo game classics and hot new titles to become available to new audiences

LONDON–(BUSINESS WIRE)– Electronic Arts Inc. (NASDAQ:ERTS) and Namco Bandai Networks Europe today announced they have signed a distribution agreement granting EA Mobile™, a division of Electronic Arts Inc., rights to publish existing and upcoming Namco Bandai titles across Europe, Russia, India, Latin America, South Africa, New Zealand and Australia. The deal will not impact Namco Bandai’s North American distribution or its iPhone activities, both of which will continue to be handled by Namco Networks America Inc.

Effective November 1st, 2009 the agreement will see Namco Bandai’s mobile content become available to consumers through EA Mobile’s extensive mobile distribution channels, and the management of Namco Bandai’s content in existing channels will switch to EA Mobile. Namco Bandai will continue to own distribution in direct channels such as smartphone application stores and through its own direct online store. The agreement will see new games, including Ridge Racer Drift and Time Crisis Elite as well as existing titles becoming available to a much wider base of consumers.

“We look forward to working with Namco Bandai, who have produced some of the world’s most iconic video game brands such as PAC-MAN”, said Luca Pagano, VP Publishing, EA Mobile Europe. “With this agreement, EA Mobile will complement our rich portfolio with classic, arcade-style properties that are sure to appeal to mobile gamers around the globe.”

Barry O’Neill, President, Namco Bandai Networks Europe added “EA has consistently demonstrated that it is the leading distributor of mobile games globally. Namco Bandai is delighted to be working with EA Mobile, and we feel that this new distribution relationship will benefit a much broader base of customers, while allowing us to focus on the development of great new games for all mobile platforms.”

For more information on EA Mobile, please visit www.eamobile.com. For more information on Namco Bandai Networks Europe, visit www.namcomobile.com.

About Namco Bandai Networks Europe

Namco Bandai Networks Europe is a leading publisher of wireless games and content for mobile, offering a wide selection of titles to consumers which includes all-time classic games such as PAC-MAN, Galaga and Galaxian, as well as contemporary titles such as Ridge Racer, Time Crisis, and the best-selling Brain Exercise with Dr. Kawashima series. Namco Bandai Networks Europe provides mobile phone content to all major carriers in Europe.

About EA Mobile

EA Mobile™, is the world’s leading wireless entertainment publisher with award-winning games such as Tetris®, Bejeweled®, The Sims™, and Need for Speed™. The EA Mobile portfolio also includes casual games based on the company’s partnership with Hasbro, Inc. including MONOPOLY, YAHTZEE and SCRABBLE (in the U.S. and Canada) as well as sports blockbusters from the EA SPORTS™ brand, including Madden NFL Football, EA SPORTS FIFA Soccer and Tiger Woods PGA TOUR. EA Mobile develops games for multiple mobile platforms including mobile phones, smartphones, the iPhone™ and iPod®. For more information about EA Mobile, please visit www.eamobile.com.

About Electronic Arts

Electronic Arts Inc. (EA), headquartered in Redwood City, California, is a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EATM, EA SPORTSTM, EA Mobile TM and POGOTM. In fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA’s homepage and online game site is www.ea.com. More information about EA’s products and full text of press releases can be found on the Internet at http://info.ea.com.

EA, EA SPORTS, EA Mobile, Pogo, The Sims and Need for Speed are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. John Madden, NFL, FIFA, Tiger Woods and PGA TOUR are the property of their respective owners and are used with permission. Tetris is a registered trademark of Tetris Holding, LLC. Bejeweled is a registered trademark of PopCap Games, Inc. MONOPOLY, YAHTZEE and SCRABBLE (in the U.S. and Canada) are trademarks of Hasbro and are used with permission. iPhone and iPod are trademarks or registered trademarks of Apple Inc.

PAC-MAN, Galaxian, Galaga, Ridge Racer, Ridge Racer Drift, Time Crisis, Time Crisis Elite, Brain Exercise and PAC-MAN CE are trademarks of Namco Bandai Games Inc. PAC-MAN Copyright 1980 – 2009 NBGI.

Press Release Contacts

EA Mobile Bettina Munn +41 (0)22 316 1327 bmunn@ea.com or Namco Bandai Networks Europe Aparna Aswani Nelson Bostock Communications +44 (0) 207 229 4400 nbne@nelsonbostock.com

Must play games 2

Super Mario Bros (DS)
http://www.getentrepreneurial.com/images/gaming.jpg
I have already mentioned Mario in the first list but this is yet another Mario adventure that deserves your time and money. The DS version of Mario Bros is really addictive with its lengthy single player campaign and a large number of mini-games. Mario Bros also supports competitive multiplayer, which leads to double the fun on the DS.




Return to Castle Wolfenstien

Id's Nazi infested adventure was popular with all FPS fans, especially the ones who live for Multiplayer games. RTCW's multiplayer game modes and character classes were quite unique and have been an inspiration for most other games in the genre. The multiplayer's popularity lead to a special edition called RTCW: Enemy Territory.




Mortal Kombat

Liu Kang's fatality move remains my favorite till date, although Reptile's move comes a close second. I am talking about one of the best fighting games ever played by us mortals. A game that was as good as it was controversial. The 16 bit version that I played on my Sega is still my favorite Mortal Kombat game, everything after that is pure garbage.




Bioshock

Would you kindly play this game and do yourself a favor. Bioshock has the ability to shock anyone, even the most rusted FPS veterans, with its unique gameplay elements and insane plasmids. The plot, the setting and the art belong in a museum of awesomeness. The next one is coming out early 2010 and we are all eagerly awaiting the return of the Big Daddy.




Blood

"I live again" and the grave opens to unravel one of the coolest and scariest FPS games of our time called Blood. The intense themes, the blood, gore and background score made Blood a highly addictive game for those looking for a scare while shooting bad guys to smithereens.




I hope you enjoy this list, keep watching this space for the next 10 games in the series.

Must play games 1

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdn4IVK_naArDRyqA58P8kKQYbVMSRmd50-DLoLFIoWK2uhkB2NmTJwsF51AzUjhSLZ4ceoHYQpc6Gjo9VCyT9AsP-0heWmXRzKNZYedkpMHxfx88X62pyM-v1orZfMUt7CEK9qCNXbudq/s400/computer+games.jpgHalf Life 1&2

Let's start with the best FPS games ever made, Half Life and Half Life 2. Valve's masterpieces deserves a mention in every list, as the gameplay and plot are unrivaled by any other franchise, these are games that have no equal. The G-Man, Mr Freeman, the Vortigon, Alyx are a part of the Half Life universe and all of them contribute to its awesomeness.




Dues Ex

Another great in the line of FPS games, Dues Ex was a critical success in the year 2000. The game combined elements of RPGs in a FPS game leading to completely new experience something gamers crave even today. The sequel was utter crap but I have high hopes for the prequel "Dues Ex 3".




Counter Strike

The world's favorite LAN game, Counter Strike, does not need an introduction. CS, as its popularly called, is still the most played multiplayer FPS game in the world with regular tournaments, online matches and other events. Gamers are so obsessed with CS that other games in the genre constantly fail, even though CS is nine years old. The simple rules, negligible system requirements and pulsating gameplay, all add up to make CS the most addictive game in the universe.




Burnout 2 Takedown

Enough about FPS games lets talk about something a little more off track. Burnout is the most fun you will ever have in a racing/combat game, and I am sure many out there will agree. Burnout 2 Takedown was the most accessible racing game I have ever played; it was easy to pick up and even easier to enjoy. Hardcore enthusiasts will remember the hours they wasted playing Takedown in split screen on their PS2.




Shadow of the Colossus

Another PS2 classic that went unnoticed, Shadow of Colossus was overshadowed by the more commercial games. Shadow of Colossus revolves around a damsel in distress and a young prince who comes to her rescue. The only issue in this romantic escapade was the horde of giant monstrosities who the player had to defeat, a tall feat indeed.


India’s largest carrier Airtel launches flat-fee mobile games service

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Airtel, India’s largest mobile carrier, has launched a flat-fee subscription service called Games Club, enabling users to download unlimited mobile games.

Airtel, which currently boasts around 100 million customers, will offer games from a variety of publishers. The companies delivering the service for Airtel are German firm SYNAPSY and Indian mobile entertainment company Nazara, with Nazara sourcing the games and SYNAPSY providing the back-end infrastructure. In-game licensing and payment options will also be enabled via SYNAPSY’s wrapping technology.

Nitish Mittersain, CEO of Nazara said:

India is one of the interesting and biggest markets for mobile gaming content already with extraordinary growth rates. We believe that we will be able now to give even more impulses to the market and can reach new user groups by offering much more flexible purchase options and especially the innovative mobile games flatrate GamesClub that is unique in the Indian market and which provides a huge competitive advantage.

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From SYNAPSY, Waldemar Mehlmann-Selin, Managing Partner, said:

We are more than excited to reach India’s 300 million user base with great mobile games that have been and will be enhanced using our JarJacket Wrapper Engine and are confident that, together with our Partner Nazara, India’s consumers will love the new service.

Read more at the SYNAPSY press release

Andy’s Opinion

This deal should prove popular with Indian mobile users, offering an interesting and cheap alternative to the AppStore and other mobile games marketplaces. iPhone uptake has been slow in India and the majority of the population use pre-pay SIMs rather than signing up to expensive air-time contracts. A flat-rate deal on games should be popular with those who don’t have the disposable income to splash out on flashy smartphones or expensive apps.

Ultimately, the popularity of the service will depend on the number of high-quality games that Games Club can attract from leading publishers.http://telecomtalk.info/wp-content/uploads/2009/08/Games-CLub-03-AUG-2009.JPG

The other deciding factor will be whether the Games Club service deliberately cripples the games with SYNAPSY’s flexible JarJacket wrapper technology. In the worst case, the basic flat-rate service will provide only time-limited game demos, with the capability to unlock the full version with a small additional payment. Whilst this is attractive to games publishers and distributors wishing to maximise revenue from their catalogs, it can be a real turn-off for customers, particularly if they think they are signing up for full games only to realize they have to pay more to keep on playing.

As long as Airtel are upfront with Games Club users about what they are getting and whether they might encounter additional costs, the service should be a great success.

Sonic & Knuckles

cboxsonicandknucklesAre you a big fan of the old 16-bit Sonic games? Already sped through the first three re-released entries for the Xbox Live Arcade? You’re in luck: the final core entry in the original Sega Genesis series, Sonic & Knuckles, is now available to download for Xbox 360 owners for 400 Microsoft points ($5).

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Not only do you get a full-fledged classic platformer, but if you’ve already downloaded the earlier titles — Sonic the Hedgehog, Sonic the Hedgehog 2, and Sonic the Hedgehog 3 — you can connect the games in a feature that emulates the Genesis version’s “lock-on technology.” Essentially, this means that you can use Knuckles the Echidna as a playable character in the levels of Sonic 2 and 3, and play a mini-game with him in the original Sonic the Hedgehog. Not a bad deal for five bucks.

Beyond Hi-Definition: ATI Eyefinity Technology with Eye Definition

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ATI has recently launched its newer DirectX 11 graphics card with Eyefinity technology having massive resolutions that you might have not even dreamt of until now. ATI presents the "Evergreen" GPU based on the 40nm manufacturing technology capable of delivering 11,520 x 4,800 - 55.3 megapixels on 24 screens with four cards using crossfire in a single PC, that is one hell of a resolution, a single Evergreen card can power upto six screens at any given time, you can use them as a large single display or make them to act as different units like your very own control room using the ATI control center. NVIDIA for sure have a lot of catching up to do now.

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Img: Hwupgrade

This is how the upcoming Evergreen 5870 cards will look like

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Ati Evergreen card pic

ATI Eyefinity will be launching soon, early Evergreen DirectX 11 cards will have support for 3 screens, later builds will include support for 6 screens and crossfire too. More coverage of the technology at links below each images.

24 screens showing resolution of 11,520 x 4,800 - 55.3 megapixels with four Evergreen cards using crossfire in a single PC

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via: Hothardware

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Six screens via single Evergreen DirectX 11 card using 6 DisplayPorts

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via: Legitreviews

Eyefinity YouTube video