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Game Front is Going to PAX East!

by Salat on March 30, 2012 · 0 comments

Next Friday, gamers from around the globe will be descending on Boston for PAX East. The sister show to the Penny Arcade Expo, PAX East actually surpassed its older sibling in total number of attendees last year. We figured if that many of you are going, we wanted to be there too.

Game Front is going to be on site providing you with all sorts of coverage from the show, including behind the scenes info from all the games you want to see. Of course, to make this happen, we’re going to need you to tell us what games you want to see. That’s where you come in.

Hop in the comments down below and tell us what information you’d like to glean from the show next weekend. We’ll endeavor to answer your questions, or at least find someone who can. So, don’t delay – tell us what you want to know right now.




Source: Gaming Today

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Adobe’s recent decision to add “premium features” to Flash 11.2 has caused a bit of a stir within the game development community. With the company planning to charge royalty fees for its new high-end features, some developers are worried the platform is heading in a dangerous direction. Gamasutra spoke to Canabalt creator Adam Saltsman, Spry Fox’s Daniel Cook, and QWOP creator Bennet Foddy, all of whom have plenty of experience working with Flash, and all …


Source: Gamasutra News

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Bank re-emerges as favourite to pick up chain’s assets
Source: GamesIndustry International

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For the past few years the NPD Group has been offering a Total Consumer Spend Estimate which attempts to identify how much American consumers are spending on video game content. The idea is to capture just how much money goes toward content regardless of source: from traditional new games sold on physical media to those same games resold as used product, from online games on social media sites like Facebook to mobile games on smartphones and tablets.

Last week, the NPD Group announced that its reporting would expand to international markets, including the UK, Germany, and France.

I’ve spent several weeks this year obtaining as much solid data as I can about these same international video game markets (and others), and I’d like to attempt to put together those results with the ones reported by the NPD Group about content sales outside of new products at retail. Regrettably, I don’t have current figures for France, so I’ll be leaving those out until I have more information.

Before I get to the combined content sales figures, let me show a bit about the size of these international markets relative to the United States. If we focus just on retail video game sales – not hardware or accessories – the picture looks like the following.

I believe the market in Europe is approximately the same size as that in the United States, but as the figure above makes clear – each individual country contributes just a fraction of the European total.

In general, I have thought of the UK market as being larger than the German market. However, the German retail video game market has not been contracting as quickly from year to year as the UK market has since 2008, and as of this year the UK market is down around 30 percent from the same point in 2011. It is entirely possible that the German market is now larger than the UK market, although it may not be possible to say for sure until this time next year when annual sales estimates are released. [click to continue…]

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This is a promo image for Solipskier, which was used when Mikengreg revealed the game to people.

When a game developer creates an awesome game, we expect its next release to be just as good. This works both ways. Greg Wohlwend and Michael Boxleiter of Mikengreg fame have told me what it feels like to have to work on something new with the expectation of past success in the background. It isn’t just noise — it’s having an effect on the development on its new title, Gasketball. From ideas to coding, the shadow of the success of an arcade skiing game called Solipskier [$ .99] looms. It makes decisions harder. It ramps up the scope and quality. It’s making the stakes higher at a time when the studio is looking to do something totally different.

We discussed two kinds of pressure: external and internal. Mike and Greg said that they don’t feel any external heat as they build Gasketball. Solipskier got into a lot of hands, but that hasn’t given the studio the kind ravenous base that other great independent developers, like Team Meat of Super Meat Boy fame, enjoy. There aren’t throngs of people  expecting mastery in the follow-up from Mikengreg, in other words, so the bar feels low.

The pressure comes from inside, they expressed. Solipskier’s sales were the best Mikengreg has ever experienced, and the studio desperately wants Gasketball to outperform it in revenue, quality, and audience. Success is mutating their goals, as if the magic of Solipskier could ever be repeated.

“We really want our next game to seem like a step up, which is not actually very different from our early development days, every game we’ve made has been more interesting, more polished and more successful than the last,” Mike told us in an e-mail exchange. “The difference, now, is that we are trying to succeed in terms of a million players willing to pay us, which sets the quality bar dauntingly high for a two-man outfit.”

Gasketball's logo and the placeholder image for the game's web site.

Greg keeps asking himself if it’s even possible to have another Solipskier, and that seems like a fair question to ask. Its development, from idea to prototyping to final release, happened in brilliant flashes of creativity. Gasketball, on the other hand, hasn’t had that sort of conceptual magic. The conceit took longer to come along, and the studio had to throw out a lot of stuff in order to find this game.

“We had to resolve to getting down in the muck and doing the hard work of prototyping, testing, and scrapping everything for yet another prototype that felt like it had promise,” Greg told us. “For a game to really strike all the chords for us it has to be pretty specific.” Solipkier was initially designed as a Flash game. A lot of its systems and mechanics are designed around that platform. Gasketball is a departure, so it took longer to design as the studio learned new tricks.

The idea for Solipskier came from a brainstorming session that revolved around parallax scrolling. Speed and parallax seemed to gel well, so Mike and Greg started prototyping. In a blog post, the duo described the idea for the landscape painting component came as a watershed, “oh my god” moment. With wide-eyes, they went to work. In the end, the Mikengreg created an exhilarating skiing game unlike any other. Instead of focusing on tricks, jumps, and speed, Solipskier leverages style and the emotion that bursts from your chest when you feel like your acceleration is spiraling out of control.

Version ".01" of Solipskier

This wasn’t the duo’s first rodeo. Solipskier was created first and foremost as a flash game, just like Mike’s other titles as a part of Intuition Games. It was, however, the first game of either developer to grab major mainstream appeal. Mike tells me that he realized that this was a truly special project after publishers had entered into a bidding war for the game. An iOS version wasn’t in the picture at the time, but the reality of Flash development changed the tone of the porting conversation going forward.

“We were always looking for the next step out of the Flash world and into a more sustainable market that allowed for us to make larger, more fully formed games,” Greg told us. “The Flash market is great and gave us a way to become better developers while getting paid for it; however, it wasn’t a sustainable business.”

Mike and Greg were working “crazy hours,” and fretting over paychecks when they developed for Flash. Living by the seats of their pants did have its moments. “It was exciting in some ways for sure, but it couldn’t last,” Greg said. “We were lucky to have such success with Solipskier, as it’s allowing us to fully commit to iOS and downloadable titles in future.”

Within the first two months, the iOS version of Solipskier made a little over $ 70,000, while the sponsored Flash version generated $ 15,000. On Metacritic, it’s sitting at a 79 average across five positive reviews. Greg tells us that this success “changed the scope” of what it could do with its next game. The duo continued to pay themselves the same amount of money, but Solipskier gave them consistency and the ability to screw up.

Version "0.5." Can you spot the differences!?

“Since Solipskier, we’ve made six or so fairly polished prototypes and scrapped all of them,” Greg tells us. “We could have taken any one of those further but we’d rather call it a failure early and often than find ourselves with a less than stellar finished game that never found that magic we always look for.”

Solipskier’s success and design are weighing heavily on Mike’s mind as he executes concepts on Gasketball. He second guesses a lot and he’s finding it hard to accept praise from friends. “We’ve always seen the flaws in our work first and foremost, but even worse on this project I see things that aren’t there.” Mike elaborated: “My brain is constantly convinced that there are more features I need to discover before the game will be good, but they’re always just out of reach or vision. Every time I implement an idea and it doesn’t make the game instantly better I feel a crush of defeat. I feel a bit like I’m going crazy.”

They’re not alone in this, though.

The Other Guys

Other studios go through the similar issues. Some deliver greatness quickly. After Chair Entertainment released a brilliant Metroid-style game called Shadow Complex on XBLA, it was able to stoke a similar sort of fanfare and praise with the launch of Infinity Blade. After Simogo released Bumpy Road, it followed it up with an equally charming rhythm and stealth game called Beat Sneak Bandit.

Some studios deliver late. Mobigame released its puzzle game Edge a couple of years ago to insane levels of acclaim and drama. The app was pulled because of a bogus trademark violation just as it was hitting critical mass, and the studio had to fight for the game to get back onto the App Store. Its follow-up, Cross Fingers, released 11 months after Edge. Mobigame’s David Papazian tells us that Cross Fingers is picking up steam. Edge has since been re-released.

Edge on MacOS

“We were very happy with this second game because it is really innovative and completely unique on the App Store. While I am writing, I can see that Cross Fingers is 5th in the Top Free in the US App Store with more than 8 million downloads. However, the game works a lot better now than it did at the start, because we evolved with the market. We added more levels and in-app purchases. Also, the fans are not the same as Edge fans, a lot of women and men from any ages love Cross Fingers, when Edge is more for gamers.”

Papazian says Edge, and its awards, gave his studio legs. The popularity led him to meeting a lot of people, and gave him a good “in” when introducing his work to press. His studio’s pressure was internal, too.

“But you have some pressure, you must do it again and you polish the new game as much as you can, maybe too much. Luckily we did it again, but we did not receive any awards and Apple never featured Cross Fingers on the US store. We had to fight for this success, by updating the game until it finally worked.”

Tiger Styles grabbed a lot of attention with its puzzle game Spider: The Secret of Bryce Manor. While working on the follow-up, a Metroid-style game called Waking Mars, Tiger Styles’ David Kalina said he felt a subconscious kind of pressure to one-up Spider. It’s a similar feeling that Mike and Greg feel as they create Gasketball. “When you make a game that gets game of the year nods,” Kalina told us, “there is definitely this feeling that EVERY game needs to live up to that standard, which is sort of an impossible bar to try and meet every time out.”

Waking Mars is more about exploration than anything else.

The development of Spider had a sense of urgency to it. He needed the game to succeed so his studio could exist. With Waking Mars, Kalina said that urgency was replaced with the desire to blow everything up in its second game, which again, is something Mikengreg is similarly struggling with. “When you start approaching game development that way, the cost of everything goes up, and the more you spend, the more risky it is to fail,” he admitted.

Waking Mars, in the end, will keep his studio alive. However, Kalina said he wouldn’t pour so much time and so many resources into Tiger Style’s next game. Kalina wants to be able to fail and experiment and do bold things.

“I’d like to release two or three games in the next year and have them all be surprising in some way, and if they don’t happen to set the world on fire, we can be cool with that because we’re at least trying to push in new directions,” Kalina told us. “The worst thing we could do now is to say ‘we have to do something just like Spider or Waking Mars BUT BIGGER…’ If we go down that path, you may never hear from us again!”

On Gasketball

Gasketball has a chance to be stellar. It’s a basketball game that has its users matching their opponents’ last shots. It’s like a digital version of HORSE, except rendered on a fantastical 2D plane that lets you freely move the hoop and shot placement around. It also has special balls and barriers that you can set up to make your shot more Byzantine and advanced. There’s a plan in place to continually update the game as it lives on the App Store.

Surprisingly, nothing mechanically in Solipskier informed Gasketball’s creative direction, Mike and Greg said. In fact, Greg argued that there wasn’t one to begin with. He said Mike came up with the idea for a playful and fun basketball game that was “a bit more skill-based than just a slingshot or pre-mapped trajectory control scheme” game. Moving in a new direction entirely, Gasketball eschews the stark contrasts of Solipskier in favor of a more playful and fun art direction.

Mike walking people through their first look at Gasketball.

Our expectations got the best of us when we first saw Gasketball. It’s just not the game you envision this studio doing at first glance. Solipkier was speedy and sharp, and it had a very specific and awesome rhythm, tone, and style. You’d figure the next game from this studio would incorporate some of these elements. This game is exceedingly friendlier in look and behavior. It also looks like it’ll require more thought, though it feels a shade or two less impressive from a conceptual standpoint.

The stakes are just higher now. But there’s also another reason this project is especially different for the studio. Like with Mobigames and Cross Fingers, Mikengreg see Gasketball as an opportunity to grab an entirely new audience.

“We’re both getting older and want to do more with our lives than spend a hundred hours a week in a dark office,” Mike tells us. “When you start working independently you tend to hold your breath and accept sacrifices to your happiness in the short term for long term gains and we’ve yet to really succeed in a way that really gives us the security to let go and look to the future.  It can get very nerve wracking to think that you only have one shot at releasing each game, and every time you fail to reach your goals you get one step closer to having to quit trying.”

It’s a strange world right now for Mikengreg, as the studio struggles with the success of Solipskier and thinks about a studio-wide transition. But it’s confident about Gasketball and its eventual quality. We are are, too. We’ve seen the game in action, watched the videos, and have even fiddled with a build. The title threw us off at first, sure, but now that we’re comfortable with the fact that Mikengreg are switching focus, we’ve been able to move past those expectations. It’s figuring out how to do that, as well.

Source: Touch Arcade

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A gamer’s work is never done. Despite the number of terrific titles already released in 2012, things are only getting started. Whether you’re excited for Diablo III or Bioshock: Infinite, read on for a comprehensive look at the all the great games the year has in store.

April

Kinect Star Wars (360) – April 3rd

Armed with new Pod-racing and Rancor modes, this kid-centric title combines motion controls with the world’s most popular license.

Tribes: Ascend (PC) – April 12th

New developers Hi-Rez hope to restore the classic multiplayer shooter to its former glory.

The Witcher 2 (360) – April 17th

Polish developers CD Projekt return with a console version of their popular RPG.

Prototype 2 (360, PS3) – April 24th

New protagonist James Heller uses viral superpowers to kick all kind of ass in this violent, open-world adventure.

The Walking Dead (PSN, XBLA, PC, Mac) – April TBA

TellTale games adaption of the popular comic-turned-TV show has neat cel-shaded graphics and emotionally wrenching subject matter.

 

 

May

Tera (PC) – May 1st

This MMO, which has been live in Korea since 2011, features combat built around hack-and-slash action combat in lieu of traditional RPG mechanics.

Minecraft (360) – May 9th

The indie sensation shows no signs of slowing down as it prepares for the big move to XBLA. Check out GameFront’s very own Minecraft show!

Diablo III (PC) – May 15th

Hear that? It’s the sound of millions of relationships, friendships, and jobs slowly circling the drain.

Max Payne 3 (PC, PS3, 360)- May 15th

Rockstar’s long-awaited follow-up takes Max to Brazil, where he’ll fight criminals and crooked cops while taking advantage of new movement and aiming technology.

Game of Thrones (PC, PS3, 360) – May 15th

Fans of the TV show and book series hope that this RPG, from French developers Cyanide, can live up to their high standards.

Risen 2 (PC, PS3, 360) – May 22nd

Plenty of pirates and plunder in store for purchasers of this RPG. Check out our in-depth preview.

Tom Clancy’s Ghost Recon: Future Soldier (PS3, 360) – May 22nd

New mechanics define Ubisoft’s entry into the lucrative world of military shooters.

 

June

Inversion (PC, 360, PS3) – June 5th

We got our hands on Inversion at last year’s E3, discovering a third-person shooter with a heavy emphasis on gravity and physics.

The Secret World (PC) – June 19th

Conspiracies when this unique MMO from developers FunCom goes live in June. Beta registration is currently open.

Darksiders II (PC, 360, PS3) – June 26th

Play as Death, the coolest horseman of the apocalypse, in this hack-and-slash adventure by Vigil Games. Check out our recent hands-on for more info.

 

Q2 2012

Sniper: Ghost Warrior 2 (PC, PS3, 360)

CITY Interactive emphasizes tactics and realistic sniping physics in this shooter.

DOTA 2 (PC)

Valve aren’t exactly known for prompt releases, but there’s still a chance of their eagerly awaited DOTA follow-up arriving in early summer. News of LAN and mod support is certainly auspicious.

 

 

 

September

Far Cry 3 (PC, PS3, 360) – September 4th

Gamers will return to a creepy, violent tropical island for this new chapter in Ubisoft’s Far Cry series, with multiplayer gameplay provided by Massive Entertainment.

Borderlands 2 (PC, PS3, 360) – September 18th

Gameplay still reigns in Gearbox’s RPG shooter; expect plenty of frantic firefights and even more zany weapons.

Fable: The Journey (360) – September TBD

Nobody does it quite like Peter Molyneux. His newest Fable game embraces the Kinect with open arms. Read our account of Molyneux’s hands-on demonstration.

 

Q3 2012

Tomb Raider 2012 (PC, PS3, 360, Mac)

Lara Croft is back, this time in grittier, more realistic guise.

War of the Roses (PC)

First-person 15th century combat. Expect a lot of blood. We got our hands on it at GDC.

Arma III (PC)

The attention to detail and realism in this open-world shooter is nothing short of astounding. It has a way of delaying release dates, however.

XCOM: Enemy Unknown (PC, PS3, 360)

Not to be confused with 2K’s other XCOM title, Enemy Unknown will feature old-school tactical combat and unique features for PC buyers. Well done, Firaxis!

Counter-Strike: Global Offensive (PC, PS3, 360, Mac)

Another Valve product with a nebulous release date, though Game Front’s video team are already in the beta.

 

 

October

Bioshock: Infinite (PC, PS3, 360) – October 16th

Bioshock franchise is back in the safe hands of Ken Levine, who promises lots of writing in addition to great gameplay.

Medal of Honor: Warfighter (PC, PS3, 360, WiiU) – October 23rd

Travel the world fighting terrorists in this EA military shooter. We saw it in action at GDC.

Assassin’s Creed 3 (PC, PS3, 360, WiiU) – October 30th

Ubisoft’s tentpole franchise travels to colonial America, where Connor, its half-Native-American hero, will contend with historical events and changing seasons.

 

November

Resident Evil 6 (PC, PS3, 360) – November 20th

Capcom’s zombified megafranchise gears up for a Fall sequel, featuring 6 (get it?) player co-op.

 

 

 

Q4 2012

Sleeping Dogs (PC, PS3, 360)

Once called True Crime: Hong Kong, Sleeping Dogs has endured a torturous road to completion, one that still doesn’t involve a release date. Check out our extensive hands-on preview.

Halo 4 (360)

The details are more closely guarded than the nuclear launch codes, but Halo should arrive by the end of the year. Our Halo 4 demo report sums up what we do know.

Aliens: Colonial Marines (PC, PS3, 360, WiiU)

They’re coming outta the walls, man! Gearbox’s terrifying shooter looks to be more than just another bug hunt.

 

Potentially Still Coming in 2012

Planetside 2 (PC)

The original title was beloved, and SOE could have another hit on their hands with this auspicious-looking MMOFPS.

StarCraft II: Heart of the Swarm (PC)

Trying to predict Blizzard release dates is a losing game, but there’s still a chance of a holiday release for StarCraft II’s much-anticipated second installment. We got hands-on at BlizzCon.

South Park: The Game (PC, PS3, 360)

When “The Jew” was announced as a playable class, it was clear that Obsidian’s licensed title had serious potential. Details still remain hard to come by, however.

 

Moved to 2013

Grand Theft Auto V

Analysts are predicting a Spring 2013 release. We hope they’re wrong, but no one ever got rich betting on video games to come out earlier than expected.

Metro: Last Light (PC, PS3, 360, WiiU)

Metro 2033 was a sleeper hit in 2010, but the secret’s out on its forthcoming follow-up. Check out 13 minutes of in-game footage.

Star Trek (PC, PS3, 360)

At the moment, it’s little more than this teaser trailer, but the game will eventually provide a bridge between J.J. Abrams’ recent movie and its sequel.

XCOM (PC, PS3, 360)

When we saw XCOM at E3 2011, the game looked like it was coming along despite fan complaints about the format. Now it’s been pushed back. What gives?

Any other games you’re excited about in 2012? Let us know in the comments!




Source: Gaming Today

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Game Industry Legends: Brian Reynolds

by Salat on March 24, 2012 · 0 comments

The designer of Rise of Nations and FrontierVille talks about the industry, design, and a game title you can’t forget
Source: GamesIndustry International

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Since stepping down as Minecraft’s lead developer late last year, Notch has been keeping himself busy teasing the hell out of his fans with regular hints that he’s interested in doing something that would completely blow our minds through our feet. Maybe he’ll use his magical powers to make Psychonauts 2 happen! Wait, hold on, maybe not. Ok, so what if he funds Dungeon Keeper 3? Yes, that would indeed be awesome, but unfortunately it looks like some other shiny object has caught his eye. And it’s just as likely to be both awesome and never made.

Talking to PC Gamer, Notch teased the project he’d like to make after he’s done with MiniTale; a space trading game like Elite, only “done right”. Done right how? Like a true Browncoat who’d never give in to the purple bellies, that’s how. “I want the space game that’s more like Firefly,” he said, eliciting immediate, reflexive tears of joy from people named Ross Lincoln. “I want to run around on my ship and have to put out a fire. Like, oh crap, the cooling system failed, I have to put out the fire here.”

Which is to say, not really much of a Space Trading game if you control the crew instead of the ship, though of course, this is just a general gist kind of description. For all we know you’d be controlling the minutia of the ship itself and not actually navigating the crew through the interior. And besides, this probably isn’t going to happen anyway. PC Gamer notes that Notch is just kicking ideas around about what would be cool to play. “If someone steals the idea before me, that’s totally fine. I just want to play that game.”

Let’s be honest: by this time next week, Notch will probably be talking about how we wants to get together with Michel Ancel to make Beyond Good & Evil 2 happen. Two weeks after that, it’ll be a stray comment about how awesome it would be to make Eternal Darkness 2. SIGH.




Source: Gaming Today

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