Thursday, December 21, 2006

The best video game blunders of 2006

 

Have you been wondering what the biggest screwups in the video game industry were in 2006? Well, you can quit worrying and start reading. This is the sort of stuff we'd like to see covered at things like the Video Game Awards. For an industry that is so good at congratulating itself, they sure don't like to admit their mistakes. So, it's up to someone else to do it for them.
Check out this list of the top ten video game blunders, boners, mistakes and gaffes of 2006 from next-gen.biz, and laugh along at some of the highlights from the past year. The Gizmodo story should have totally been number one, though, as Stefan Eriksson has become the official poster-boy for video game idiocy in action after single-handedly killing a company. And a gorgeous Ferrari.
[Thanks, Joe]

Source: The best video game blunders of 2006
Originally published on Thu, 21 Dec 2006 19:55:00 GMT

Pac-Man moves from screens to highways

 

We're not sure what's more impressive ... the artwork left behind, or the daring artists who braved highway traffic to grace the asphalt with their work. Either way, Highway 55 in Minnesota has some hot retro gaming traffic tips on the road.
The state painted large white dots on the roadway to instruct drivers about the dangers of tailgating, and someone came in and promptly dropped a painted Pac-Man on the road, chasing the dots. Kudos to you, highway bandit. Now if you could just fit the ghosts in there, you might be able to make a cross-country phenomenon.
Note: Joystiq doesn't want anyone to get run over while painting their highways, so please be responsible while being irresponsible.

Source: Pac-Man moves from screens to highways
Originally published on Thu, 21 Dec 2006 19:25:00 GMT

Mad Catz finally appoints new CFO

 

logoMad Catz has named journeyman financial exec Stewart Halpern as its newest CFO, replacing Cyril Talbot III who left the position nearly four months ago. Halpern will officially join the company on January 15.
Halpern leaves Rockstar, where he was head of finance, to join the peripheral maker. Previously, he was CFO for Def Jam's holding company Rush Communications. After posting a net loss of $6.7 million back in June, Mad Catz is looking to Halpern to turn things around in the New Year. Good luck with that.

 

Source: Mad Catz finally appoints new CFO
Originally published on Thu, 21 Dec 2006 17:25:00 GMT

Guitar Hero suit settled

 

RedOctane, Activision, and The Ant Commandos bury the hatchet on legal dispute; peripheral manufacturer will continue to offer its own guitar controllers.

Source: Guitar Hero suit settled
Originally published on Thu, 21 Dec 2006 14:18:08 GMT

Wednesday, December 20, 2006

The Games of 2006 Awarded

 

It's almost the end of the year, and various organizations are handing out awards for what has been a very busy year in gaming. The Associated Press handed the top honor to Oblivion, while Gamasutra's Quantum Leap awards gave Wii Sports the nod for bringing the whole family together. Gamespy and Gamespot are still in the midst of handing out the prizes, but you can already check out genre winners at Gamespy, and Gamespot's list of dubious honors for games that only deserve the faintest of praise.

 

Source: The Games of 2006 Awarded
Originally published on Wed, 20 Dec 2006 22:39:00 GMT

Where the $60 for new games goes

Source: http://www.joystiq.com/2006/12/20/where-the-60-for...





With the 20% price hike in PS3 and Xbox 360 games, gamers wonder exactly where it all goes. We hear it is because of the increase in production costs, but we still would like to know the breakdown of where our triplet of $20 bills gets sent. Now, Forbes has given us the skinny on the whole deal, explaining why games like Gears of War are priced at $60.

According to Forbes, $27 of the $60 taking its leave from your wallet
goes toward the actual making of the game; $15 goes toward art and graphics while $12 goes toward gameplay mechanics. Other major
price aspects are the 25% retail markup ($12 from a wholesale $48 per
game) and console owner fee of $7 (Forbes says the PS3 is higher). All
in all, the parties involved (retail and publisher) only get $1 for every
game sold (publishers can boost it up to $3 per game if they sell advertising in the manual or as a pack-in pamphlet). This is, of
course, before all those costs are paid up; after that, they can still
make a nice profit at a $20 price point.

More @ source.

 

Source: Where the $60 for new gamesOriginally published on Wed, 20 Dec 2006 23:15:11 GMT

Monday, December 18, 2006

Litigations That Changed The Games Industry

 

What does litigation mean in the games industry? How far back does it go? And is it necessary? Dr. S. Gregory Boyd returns to Gamasutra with a detailed feature on the history of litigation, as it pertains to games, with examples ranging from Pong to Duke Nukem 3D.

Source: Litigations That Changed The Games Industry
Originally published on Mon, 18 Dec 2006 17:00:00 GMT

New Tomb Raider Game and Movie On The Way

 

According to Eidos exec Ian Livingstone OBE, there is a new Tomb Raider game in the works for next-gen consoles. Apparently, this game "is like watching television", and speaking of video, Livingstone also revealed that another big screen outing for Lara Croft is also in the works. The TR films have taken in about half a billion dollars worldwide since the first movie was released, and that is a ton of dough to give up without trying for a hat trick.

Source: New Tomb Raider Game and Movie On The Way
Originally published on Mon, 18 Dec 2006 20:42:14 GMT

Friday, December 15, 2006

TOCA Feels It

 

Philips amBX

Codemasters have signed a rather…interesting licensing agreement with Philips to use their amBX system, adding ambient lighting and even gusts of heated wind to, apparently, better replicate the act of driving a car.

Featuring explosive damage effects across a huge range of motor sport disciplines, TOCA Race Driver 3 delivers pure heart pounding racing for the PC. The scripted amBX effects delivered through the Philips amBX Peripherals will make the experience of playing the game even more immersive. Racers will feel the wind in their hair through the amBX fans and see the flash of lighting through tree lines, tunnels and landscapes via the amBX LED lights all in the real world around them.

Right. What's next, squirt guns firing at you for submarine games? It seems to me that behind a crash helmet and maybe a windscreen most racers aren't exactly feeling wind rustling through their hair (assuming they have any…hair that is).

Philips Announces amBX License Agreements With Codemasters and Introversion

PC Titles TOCA Race Driver 3, DEFCON and Darwinia Join A Growing List of amBX-enabled Games

New York – December 12, 2006 – Philips today announced that it has reached separate agreements with Codemasters and Introversion to amBX-enable their upcoming games. As a result of the partnerships, Philips will utilize a special scripting language in Codemasters and Introversion titles that will redefine the experience of playing games by extending the game world out of the screen and into the real world. The company will partner with Codemasters to amBX-enable the hugely popular TOCA Race Driver 3 and Introversion, the award-winning creator of Uplink, to amBX-enable the upcoming titles DEFCON and Darwinia. All titles will be available for the PC CD-ROM.

Codemasters and Introversion join an ever-increasing list of video game publishers and developers that have signed on to create amBX-enabled games, including THQ, Kuju Entertainment, Revolution Software and Sumo Digital. Previously announced games that will be specifically scripted to work in tandem with amBX peripherals include Broken Sword: The Angel of Death and Rail Simulator. Additional announcements are forthcoming as Philips is currently in the closing stages of agreements with a number of other high profile companies regarding amBX-enabling games in a variety of genres.

“Codemasters and Introversion are the cream of the UK-based game development community. They’ve recognized both the creative and commercial value that amBX can add, as well as showing that even back catalogue games can be amBX-enabled, extending product shelf life in the future,” said Jo Cooke, Chief Marketing Officer, Philips amBX. “These are three totally different titles that will use amBX in very different ways and, added to existing amBX-enabled adventure and simulation games, demonstrates how adaptable and striking amBX can really be across all genres of PC gaming.”

Featuring explosive damage effects across a huge range of motor sport disciplines, TOCA Race Driver 3 delivers pure heart pounding racing for the PC. The scripted amBX effects delivered through the Philips amBX Peripherals will make the experience of playing the game even more immersive. Racers will feel the wind in their hair through the amBX fans and see the flash of lighting through tree lines, tunnels and landscapes via the amBX LED lights all in the real world around them.

DEFCON is an online, multiplayer strategy game simulating global thermonuclear warfare. The game, inspired by the 1983 cult-classic film Wargames, superbly evokes the tension, paranoia and suspicion surrounding the Cold War era. Arming DEFCON with amBX will allow armchair generals to actually see the blinding light, as their intercontinental ballistic missiles land; feel the ground rumble through the amBX rumble pad as fallout rains down around them; and quite literally blow their enemy’s wigs off, through the force of the explosion entering the room via the desk fans.

Darwinia is a 2006 Best Game nominee at the Game Shadow Innovation in Games Awards and will immerse gamers into a virtual world populated by Darwinian life forms, who are under invasion. Darwinia will also take full advantage of the amBX LED light, desk fan and rumble peripherals to extend the game world out of the screen and into the player’s game room.

“As a small developer you don't have the time and resources to play around with content and photorealistic graphics, all your energy goes into creating a mood, an unforgettable experience,“ said Thomas Arundel, Commercial Director, Introversion. “With DEFCON we had tried to enhance the gameplay by concentrating on simple Wargames-inspired graphics and a very evocative audio soundtrack. Teaming up with amBX has given us an opportunity to take DEFCON to the next level, to really make you feel like you are the General conducting the whole messy business from your own bunker.”

"amBX is a really exciting prospect from a developer point of view, simply because it allows for an added field of creativity when making our games." commented Peter Chan, Business Development Manager, Codemasters, "The TOCA series has been one of our most successful franchises to date and we feel the immersive effects offered by amBX will help us make this year's iteration the most memorable yet."

About Philips amBX
Created by Philips, amBX™, a shorthand for ambient experiences, will drive the next generation of home entertainment through the use of a scripting language, a software engine and architecture. Through amBX, multiple peripheral devices in the room will function in harmony to deliver new content experiences: surround lighting, sound, vibration, air movements and other effects. Enabled devices will work in tandem with scripted amBX code embedded inside video games to extend the gaming world out of the screen and into the real world by barraging the senses with audio and visual queues tuned to the action on the screen. For more information visit: http://www.ambx.com/

Source: TOCA Feels It
Originally published on Fri, 15 Dec 2006 16:07:06 GMT by tim.stevens

Thursday, December 14, 2006

Activision, CA

 

We know this isn’t about the environment, or about new media, but we had the opportunity to go into Activision and we couldn’t pass it up. We hear that we were the first people ever to get in there like we did. Hope you enjoy it!

special guest appearance by Rob

Source: Activision, CA
Originally published on Thu, 09 Nov 2006 17:34:31 GMT by Mario Librandi