In the latest postings over the last seven days, Gamasutra’s jobs board plays host to roles in every major discipline, including opportunities at Spark Unlimited, Turtle Rock Studios, Trion Worlds, and others. Each position posted by employers will appear on the main Gamasutra job board, and appear in the site’s daily and weekly newsletters, reaching our readers directly. It will also be cross-posted for free across Gamasutra’s network of submarket sites, which includes content sites …


Source: Gamasutra News

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In a recent interview with RPS, GoG.com managing director Guillaume Rambourg and marketing/PR head Trevor Longino discussed their thoughts on DRM and its future.

RPS asked if the gaming industry is shifting away from DRM:

Ubisoft’s Chris Early recently announced that his company is looking to add enough value to its products to make DRM obsolete. Do you think this is a sign that the tides are turning? Is DRM finally on the way out? And, if that’s the case, what happens to GOG’s big selling point?

GoG replied:

I would love it if DRM is dying out. I think GOG.com has blazed a bit of a trail in that respect, because we’ve spent the last three and half years showing the industry that not only can it work, but it can work very well–we’ve been growing at a phenomenal pace since we launched. If we ever reach the point where our core value of “DRM-free gaming” needs to be removed from our website because everyone simply assumes that games aren’t burdened with such short-sighted “features” as DRM, I’m pretty sure we’ll have a celebration at the office. It would be a great day for gaming.

I don’t think the tides are quite turning yet, though. It’s a promising move, but I don’t think this particular debate in gaming culture is anywhere near over.

GoG went on to explain the allure of DRM to a businessman:

It’s very, very hard from a business perspective to see the numbers of games being pirated and to not try and slap a mechanical “fix” on to your game. DRM doesn’t work, no, but when you’re managing your business via a spreadsheet, it is much easier to check a box that says, “DRM added” than it is to come up with a comprehensive plan to make the offer you present gamers more attractive than the one that pirates do while at the same time realizing that some gamers will pirate your game no matter what.

I definitely think that Ubisoft is moving in the right direction, but we’ll need to see if other industry giants are willing to do the same. I’m sure everyone’s watching Ubisoft to see what happens with their experiment before making up their minds.

Slapping in DRM is a knee-jerk reaction to the failed perception of a problem. I can understand why developers jumped at DRM as the solution to low sales figures, but when will they start treating the condition rather than the symptom?




Source: Gaming Today

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Fez: All Warp Gate Locations [Video]

by Salat on April 14, 2012 · 0 comments

Is all the running and jumping between rooms tiring your thumbs in the mind-bending puzzle-platformer Fez? If you’re tired of long walks through treacherous terrain, check out where to find every warp gate available in Fez. While some gates only take you one-way, these special Warp Gates can take Gomez all over the perplexing universe of Fez, letting you choose where you want to go by color. Think of each warp gate as a major hub, and you’ll go find in your travels to find 32 Golden Cubes.

Switch perspectives and solve the mysteries of Fez with Game Front’s text and video walkthrough. If you’re looking for extras, guides, and more locations, check out the cheats page.

Find Every Warp Gate in Fez




Source: Gaming Today

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This week on The TouchArcade Show, we do another stellar job staying on topic — for the most part. At the top, we spend a good amount of time to the latest releases: Epic Astro Story, Puncho Fighto, and Burnout: Crash eat up a lot of our games section. Topics like the recent Kickstarter explosion and Magic: The Gathering on tablets round out the show. We also answer quite a few user e-mails, which we always appreciate.

If you’d like to listen this week, go ahead and do so via the handy links below. If you would rather get these things the easy way, feel free to subscribe to us on iTunes or, hey, even Zune. The subscription is free and automatic. It’s a win-win. Or something.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-047.mp3, 42.2MB

Here are your show notes:

GAMES

JARED’S KITTY KORNER

FRONT PAGE

Also, this owns, thanks @mikemeade:

Source: Touch Arcade

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Epic and Train2Game are at Gadget Show Live 2012, which is going on in Birmingham, UK until April 15, where four start-up studios are creating iOS games based on Ian Livingstone and Steve Jackson’s Fighting Fantasy series of role-playing books. Below the break, is a video of the panel Train2Game held yesterday.

The panel featured discussions on how to get started and how to win in the gaming industry, as well as what the future hold for the medium.

Panel members consisted of: Tony Bickley, COO, Deep Red Studios; Mike Gamble, European licensing manager, Epic Games; Rik Alexander, founder, AppCrowd; and Pete Hickman, head of production at Mediatonic.

Each member of the panel are also present at the Make Something Unreal Event in order to mentor the teams creating the Fighting Fantasy titles and make sure “intellectual property guidelines,” are adhered to.

Fighting Fantasy projects to be revealed publicly during the event are: The Warlock of Firetop Mountain: Lost Chapters, The Citadel of Chaos: Dire Consequences, Deathtrap Dungeon and Armies of Death: Rise of Agglax.”

Those judging the project include a veritable who’s who of the gaming industry such as Peter Molyneux, Dr. Jo Twist, Can Baverstock, Ian Livingstone, and Cliff Bleszinski.

On the final day, April 15, Steve Jackson and Ian Livingstone will select the winning team, who will walk away with a full commercial Unreal Engine 3 license for iOS. A portion of the proceeds from the winning game’s sales will also be donated to The Prince’s Trust.

Enjoy the video below.

Source: VG247

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Project Reality is a Battlefield 2 mod bent on creating a more realistic experience — in case the mod’s name didn’t tip you off. Physics, visual effects and overall game play formats have been altered for realism, and new factions also make an appearance: British, Insurgent, IDF forces, Canadian, and Russian forces.

This mod isn’t for the faint of heart — realism comes with difficulty.

While the mod has been around for a while, newly released is the Vietnam Addon, which is still in beta, but contains 20 new vehicles, 14 new weapons (including the M20 Super-Bazooka), and fully functional airplane dropped napalm. The addon includes three factions (US Army, US Marine Corps and North Vietnamese Army) and four maps, complete with complex tunnel systems.

Check out the trailer:

To play for yourself, you’ll first need to download the mod, then you can download the Vietnam addon.




Source: Gaming Today

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The fourth episode of Sam & Max: Beyond Time and Space is now available on your iDevice, granted you have an iPhone 3GS and above. Episode 4: Chariots of the Dogs includes a playable Whack da Ratz mini-game and a Sam & Max soundboard. (Because ordering a large pepperoni from Domino’s is less depressing when you do it as Max.)

It’ll set you back $ 4.99 – about three quarters the cost of that Domino’s pizza.

JoystiqSam & Max: Beyond Time & Space Episode 4 now on iOS originally appeared on Joystiq on Sat, 14 Apr 2012 03:00:00 EST. Please see our terms for use of feeds.

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Source: Joystiq

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I played a couple rounds of Guerilla, Future Soldier’s version of horde mode, on the PAX East floor. The familiar cover-shooter gameplay came with some fun quirks: turning invisible, seeing enemies (or at least neon outlines of them) through solid surfaces, and using remote-controller drones to reconnoiter the battlefield. It didn’t reinvent the wheel, but it was amusing enough, at least in a small dose.

I also got a chance to ask Ubisoft rep Theodor Diea about the game, which provided some interesting insights. The first question on mind, given my middling hands-on experience? Why should people abandon their favorite military shooters to pick up an unfamiliar like Future Soldier? “How much should I call out their favorite shooters?” Diea responded insouciantly. “We know what they are, and our game frankly offers more for the player: more choice, more things to do.”

He went on to expand on this assertion, taking a few thinly disguised jabs at the competition: “If you play certain other games, you’re going to have a very linear experience. Sure, it’s a rollercoaster ride, and honestly I think it’s cool. But we’ve gone through a couple of years now when its just kind of the same thing. What we’ve been working on is a shooter that has that old-school flavor — you can choose to go about a situation however you want. It’s got open maps, an open playstyle.”

The linear nature of the current crop of FPS megahits is definitely a pet peeve of mine, so I pressed for details. Diea dished: “In the campaign, when you’re playing, whether its solo or co-op, you’ll come across a battle situation, and you can choose to go about it recon style — scan the layout, and mark enemies. Go for a killshot or go up steathily. If you manage to clear out an entire area, you’ll notice that you go on to the next part of the mission.” So far, so good, but his next tidbit was what really perked my interest: “If you happen to alert somebody, or if you’re being a little careless, you might find yourself up against an APC or a HMMVV and 6 other people that show up. What you find in the game, as far as enemies — their placements, reinforcements — it’s all kind of dependent on how you played moments before.”

I’m not a fan of endlessly respawning enemies or punishing stealth missions, but I like the idea of dynamic difficulty that reacts to the way you play and your ability to be sneaky. You can play Future Soldier with guns blazing, but it sounds like there will be believable consequences for doing so. “That’s kinda cool, because you can go through it multiple times and have a different experience. Or, depending on who you’re with, you can have a different experience,” Diea explained.

I was also intrigued by Future Soldier’s distinctive “surpressing fire” mechanic, which will make it hard to react if you’re being actively shot at. I asked Diea why the developers decided to include it in the game. “In all these other games, if somebody’s shooting at you, you can say ‘hey, it’s cool man. Everything’s alright.’ We wanted to get something a little bit more immersive, a little bit more visceral, and a little bit more realistic. So that’s how we pulled it off — get the camera to go kind of crazy, and your best bet, when that happens, if you’re under surpression, is to try and tag that guy, so that your teammates can take care of the threat. Playing solo, when you mark somebody, that becomes the focus of your AI teammates.”

Future Soldier might not be a ground-breaking change in the military shooter paradigm, but it’s made some sensible, interesting changes that should increase the excitement without being too gimmicky. If you’re looking for more realism — but not too much — or simply more choice while playing through a shooter campaign, keep an eye on this game as it approaches release (5/22 for XBOX/PS3, 6/12 for PC).


Game Front was on-site at PAX East all weekend (April 6-8), bringing you daily news, hands-on previews, interviews and pictures. Stay tuned for more PC gaming-focused coverage!




Source: Gaming Today

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