Showing posts with label couple. Show all posts
Showing posts with label couple. Show all posts

Monday, 19 November 2012

Sony Unveils Uncharted: Fight For Fortune For PS Vita

A strange piece of news was revealed just a couple of weeks ago. It appeared that a new Uncharted game called Fight For Fortune would be coming to PlayStation Vita. The thing is, it was listed as an E-for-Everyone equivalent card game from a random developer, not a core Uncharted game from the likes of Sony first party studios Naughty Dog and Bend.

Today, we have confirmation that the game exists, is in fact called Uncharted: Fight For Fortune, will indeed be exclusive to PlayStation Vita, and, perhaps most interestingly of all, will be out in only a few weeks. Stranger yet, it seems Sony Bend is involved with the game’s development, even if the original leak of the game from Brazil had the developer listed as One Loop Games.

According to Sony Bend’s Chris Reese, “Uncharted: Fight For Fortune is an action-adventure turn-based card game featuring the heroes and villains from the Uncharted universe… The core gameplay in Uncharted: Fight For Fortune involves creating a team of Faction cards featuring heroes, villains, and mercenaries from the Uncharted universe, then using that team to defeat your opponent while defending yourself from their attacks.”

Interestingly, Fight For Fortune ties in directly with Sony Bend’s launch PlayStation Vita game, Uncharted: Golden Abyss. “Along with the release of Uncharted: Fight For Fortune,” Reese explains, “we will also release a new patch for Uncharted: Golden Abyss that will power up the artifacts that you’ve collected for immediate use within Fight For Fortune. Using the artifacts found within Golden Abyss, you can go to battle with other players as well as AI opponents.” The game can also be played sans Golden Abyss, should you choose (though Golden Abyss is about to be free for PlayStation Plus users).

The game launches on December 4th in North America and will cost $4.99. Its release date in other territories is still unknown.

Keep it tuned to IGN for a full review in the coming weeks.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Thursday, 8 November 2012

Marvel Unveils All-Female Fearless Defenders

Teased in a new teaser a couple of weeks back, Marvel has unveiled its latest title, an all-female superhero series called Fearless Defenders, written by Cullen Bunn with art from Will Sliney. The series will star Valkyrie and Misty Knight as well as introduce some new female characters to the Marvel Universe. Following Fear Itself, Bunn was one of the writers that tackled the enjoyable follow-up series called Fear Itself: The Fearless which, perhaps not surprisingly, featured Valkyrie in a prominent role.

In an interview with Newsarama, Bunn said, "You've got Misty, who's a very street-level character. And you've got Valkyrie, who's a goddess. So you've got very different backgrounds, and I think they will see their potential teammates very differently, and I think you'll see that the two of them have some differences of opinion on who would be the right team for what they're going to be facing."

He added, "This will also be a book that gives us a great opportunity to showcase the women of the Marvel Universe. You'll be seeing a lot of characters in the book who may not necessarily be in the core team, but will have the opportunity to guest-star and rotate into the book."

Bunn also revealed that Dani Moonstar will be another member of this new Defenders team, though the entire team won't be present right out of the gate in issue #1.  The writer also coyly dodged a question about the possible inclusion of the Wasp, who was recently brought back in the pages of The Avengers, so take that for what it's worth.

For more on the Fearless Defenders, head on over to Newsarama.

Joey is IGN's Comics Editor and a comic book creator. Follow Joey on Twitter @JoeyEsposito, or find him on IGN at Joey-IGN. He thinks  knows the world needs more horror comic books.


Source : ign[dot]com

Monday, 15 October 2012

Carrie Teaser Trailer Debuts

A couple of days after it was first shown at New York Comic Con, the teaser trailer for the new movie version of Stephen King's Carrie has made its online debut, via Yahoo.

Carrie Bloodies Up New York Comic Con!

The word teaser is most certainly key here, as the preview consists of just a single shot - but one that shows that this version of Carrie (played by Chloe Grace Moretz) is going to cause some serious damage.


Source : ign[dot]com

Wednesday, 26 September 2012

South Park: Season 16 Continues

After its usual summer break, South Park is returning for the second half of Season 16 tonight - actually a couple of weeks earlier than usual.

The midseason premiere, "Sarcastaball," is a Randy-centric one, as Randy becomes concerned about safety during football games at South Park Elementary. while the new rules he brings to the game end up being adopted by the entire nation, one gifted student emerges as a star athlete in Sarcastaball.

South Park: "Sarcastaball" airs Wednesday, September 26th at 10pm on Comedy Central. Click on the image below for larger versions of images from the episode.


Source : ign[dot]com

Friday, 14 September 2012

iPhone 5 Sells out in First Hour

Unless you were among the first to pre-order the iPhone 5, you may have to choose between standing in line at a real-life store next Friday or waiting a couple weeks: the huge volume of orders that crashed Apple's store (along with Sprint's and AT&T's) has already exhausted the first round of available units.

Apple sold out its initial supply in less than an hour. That's pretty impressive, especially compared with the 22 hours the iPhone 4S took to sell out.

Pre-orders from AT&T also show up as delayed, by a week or two depending on options. Verizon presently lists all models as delayed by a week. At Sprint, only the 16GB model is currently delayed. [NOTE: These are at-time-of-publication figures, and they might change.]

It might be too late to reserve an iPhone 5 with the options our buyer's guide pointed you to, but don't forget about brick-and-mortar stores: Best Buy, Wal-Mart, Radioshack and of course your local Apple Store and carrier stores should have a supply.

Will you stand in line somewhere or wait for a delayed pre-order? (Or neither because iPhones are dumb?) Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN


Source : ign[dot]com

Tuesday, 4 September 2012

The Challenges of Being an Independent Developer

A couple of weeks ago, IGN published a look at the renaissance in game development that’s happening in Australia right now. It’s very much being driven by a burgeoning independent scene, and the general mood in development communities in Australia is one of positivity. Even so, there are significant challenges in being an indie, not just in Australia, but anywhere in the world. Based on our discussions with developers and industry figures, this feature explores some of those challenges – focused mainly on iOS/Android development - and looks at the questions that independent developers are asking themselves in their quest to be successful.

“Creating a game has never been easier,” says Shane Brouwer of Initials Games, the creator of Super Lemonade Factory. “I can't imagine the pain that went into setting bytes in assembly language or manually juggling memory on older systems like an Atari 2600 or ColecoVision. Now, you've still got technical hurdles, but for every problem, there is a tool or a forum post that's going to get you through it.

“Distributing a game is, again easier than it's ever been. If you choose digital distribution, everything is set up for you to just drop your game into. There is no longer a huge risk duplicating thousands of physical copies. I'm not the only one to figure this all out, judging by the current state of the App Store. It's a crowded market, and to really stand out you've got to do something special, embrace social media, and be in the right place at the right time.”

Getting your game noticed

As Brouwer notes, one of the biggest challenges is discovery. Let’s say you have an indie studio, which has made a quality game for iOS. You’re able to self-publish it, but how the hell do you get it in front of people? The App Store is an incredibly competitive place and games can easily be swallowed whole.

“Discovery is easily the number one problem we have,” confirms Tom Killen of The Voxel Agents, the team behind the Train Conductor games. “Distribution is of course entirely easy now with the App Store because you’re immediately out there, but solving that discovery issue is huge.”

Want to get swallowed by the App Store? Make a ho hum zombie game.

The landscape for promoting mobile games is completely different to that of more established platforms. “We’ve discovered that traditional marketing, like PR and advertising and so on, really doesn’t drive games in the mobile space, in particular,” says Chris Wright, founder of Surprise Attack, an Australian marketing agency focused largely on the indie scene. “It fundamentally comes down to the product first and foremost. That’s where a lot of the work has to be, and keeping in touch with what the business models are. They’re now heavily free-to-play in terms of where all the money is, so we’re spending a lot of time trying to help indie developers use the business model without betraying their indie values.

“The straight-up 99 cents model is really hard to make money from for independent developers,” he continues. “It’s just so flooded with content, and good content, that even if your game is good, even if you get good coverage, you’re making so little per unit that it’s really hard to make a business out of that.” On the subject of free-to-play, Wright says, “People only pay in free-to-play games if the game is fun and they’re interested and getting a lot of value out of it. So it actually puts more focus back on the design.” Instead of success boiling down to whether the game gets noticed or not, it comes down to how good it is.

“Free-to-play gets your games out to the widest possible audience,” comments Morgan Jaffit of Defiant, the studio behind iOS hit Ski Safari, “but it's definitely something we're still learning our way around.  The real appeal with F2P is that a game can provide an ongoing revenue stream over a longer period of time, so you get the chance to keep working on it and putting out content regularly, which is nice.”

Not only is there no barrier to entry within the free-to-play model, but it opens up other opportunities that don’t work as well within titles that have an initial price point. “There’s a lot of cross-marketing that works,” Wright explains, “so you put an ad in your game for someone else’s game and then they do the same. There’s a whole bunch of networks that do that. It costs you nothing and you start getting traffic from other games, and then it sort of cycles through. There’s a lot of techniques like that that you can do that aren’t necessarily intrusive to the player, but generates more people coming into the game.”

This also applies to studios with an established audience. The Voxel Agents, for instance, has been working in the mobile space for longer than most, with a number of very successful titles under its belt. “Having got on early, we’re at a bit of an advantage,” notes Tom Killen. “We’ve already got an established player base of a few million people, who – although we can’t email or direct market or anything like that – we can still put things in our games to cross-promote, or communicate with other developers and use that to cross-promote our products. So I think talking to established player bases is really important, and if you look at – I hate to admire Zynga – but the way Zynga cross-promote their games is quite effective, because they get a user base and really use that existing user base as one of their primary marketing avenues.”

The Voxel Agents uses cross-promotion to make the most of its player base.

Tactical choices and killer gameplay

Outside of cross-promotion, many titles live or die based on how visible they are within their marketplace, whether that’s the App Store, Steam, XBL or the Android Marketplace. “Talking to the media and putting up blog posts and that sort of thing does have some impact in getting our name out there, but really what it comes down to is whether or not you’re featured on the Apple Store,” Tom Killen confirms, in reference to iOS releases. “And that’s a little bit of a black box, you can’t really control that, but if you look at what Apple are looking to deliver to their consumers, then you can kind of help that process along. We’re always conscious of aligning what we’re doing with where we believe the iOS brand is headed, or what kind of features they’re bringing in.

“One of the major things people can do is to support features that are new on iOS,” Killen continues. “iCloud just came out fairly recently, for example, and so a whole bunch of games added iCloud support, and because of that Apple were likely to pick them up. It’s about embracing those features that Apple want to push. But then, what Apple want to do is give people a really nice experience, so making a really awesome, polished game that will get noticed by Apple, that’s always going to be the crux of it.”

“Something like a Ski Safari,” says Surprise Attack's Chris Wright, “got a lot of support from Apple, and that kickstarted it into the charts, and now it’s stayed there. And that’s because that game is incredibly addictive and really polished… not because they did a hell of a lot of advertising or PR activity around it.”

Morgan Jaffit, whose studio created the game, agrees. “Ski was super, super polished which helped a great deal.  Brendan [Watts, Defiant game designer] really understands gameplay, and is probably the best gameplay programmer I've ever met.  The game was finished for months with him just focusing on polishing it up and improving the user experience until it was great.  I think people understand that when they play, even if they can't articulate why they're enjoying it.  It's also got a lot of character and is a really forgiving experience.  All told, the package is something that has really worked for people.”

Higher and higher quality bars

In 2012, however, even a super-polished and playable title isn’t always enough to be noticed by the digital marketplace gatekeepers. The quality bar is incredibly high now. “In the early days of the App Store you could make a game in two months and put it up,” says Chris Wright. “Now the production values are getting so much higher, that people are spending more like four, five, six months to a year making a game, so the strategy of – get a game out, see if it works, if it doesn’t, make another one – is becoming increasingly hard for people to do. I mean, if you have a look at some of the games that are coming through now, these are [AUD] $200,000 or [AUD] $300,000 games that are being made, whereas in the early days you’re talking about [AUD] $10,000 or [AUD] $15,000 games being made. So it’s tough.

“It’s really hard to be certain about the market you’re operating in,” Wright continues, “because it is so crowded and there are so few things you can do to really push your game up, so it becomes about the product and taking that shot. A lot of the work we’re trying to do is for the studios that are trying to build a sustainable business, is trying to help them work out – okay, how do I make a game that’s going to work in that market? If it’s not free-to-play it at least has to have some good in-app purchase, so when we get somebody into the game there’s a chance that they might give us a bit more money.”

The latter approach has certainly worked for Uppercut GamesEpoch, even if it was a late addition. “We actually shipped without in-app purchase,” says Uppercut’s Andrew James. “We put it in about three months after we released, and found that that generates a significant amount of our revenue, even though it’s still a paid title. There are people who want to get the stuff without playing it for as long as you might need to, or just want to buy their way straight to the top tier of items. Even on a paid title it’s a significant revenue boost.”

Uppercut is still largely focused on Epoch, ten months on from launch.

Organic business models

Epona Schweer, the head of the Sydney chapter of the International Game Developers Association (IGDA), believes the key to indie success is founded in identifying gaps in the market paired with strong community activity. “If I know the niche market that I’m making a game for,” Schweer tells us, “I’m going to find them online, join those forums, join those groups, go to those meet-up groups, connect with my customers directly, and just start creating content for them directly, because they’re the people who are going to value it. That’s the blogging model and that’s the Etsy model, and that’s the online, start-up creative business model for everyone outside the games industry, and that works really well.”

This approach, Schweer believes, helps indies avoid competing within a completely saturated market. “Think of it in terms of evolution,” she says. “You’ve got a finite resource, and our finite resource right now is players’ time. You’ve got these huge, incredibly well-evolved predators who currently have most communities covered… If you were a new entrant into this particular ecosystem, the only way to go after what they’re going after is to do it better than them, and they’ve got more time, more money and more people than you.”

Instead of competing, Schweer says, find the players who are being ignored by the big predators servicing the existing genres/communities. “There’s still a lot of player time out there that’s not being satisfied,” she says. “Start with the players who don’t have the games they want to play. Start satisfying them… don’t start doing what other folks with more money and time are already doing really well. Start by taking care of players. Because you can take care of a player out there who’s being ignored by other developers, just because of the weird bundle of skills, interests and things that you’ve picked up over your life.

“An example of this is Tin Man Games,” Schweer continues. “They’re doing Gamebook Adventures. They started with sort of a classic iOS game and it flopped a bit, like most indie studios. And then they sat down and said, well, what kind of games do we actually want to have exist that don’t exist yet? Choose Your Own Adventure! They loved that… and they’re like – we reckon there’s people out there who also want that old school Choose Your Own Adventure thing, and they’re now grown up and they’re making some cash, and they’re sitting on trains, and they have iPads, but they don’t have games to play. And sure enough, they found them. They found these guys on forums, and they found these guys online and at PAX, and they started making books… for them. And they’re growing! The success was really small at first, but now they’re getting more writers and more folks and becoming a publishing house for Choose Your Own Adventure games! They found that group of players that were being totally underserved.”

“The commonalities amongst all the successful indie stories,” Schweer tells us, “is they all had a business model that didn’t exist yet. Notch didn’t go out and say – alpha funding’s really popular, I’m going to do that. The business model sort of grew… if you’re hooked in with your fans from really early days like that, they’re going to help you… the business models will grow out of that seed that is the new experiences that you’re going to create, which I think is really interesting.”

Notch didn't go out and say 'I need to give people a way to build enormous shrines to Pokemon.' Or did he? (Image from bluecarseat on Deviant Art.)

Government funding and the question of Kickstarter

Of course, for indies hoping to make games full time, there’s also the question of seed funding. Even for the smallest teams, there are expenses that need to be managed. How do indie studios bankroll their business? What should the role of governments be in supporting and fostering this scene? Can the likes of Kickstarter provide a source of funding for unknown studios? Do we need more indie incubator programs?

In the case of the Australian scene, there are a number of avenues for indies to get financial support, either small, one-off contributions to help defray the expense of attending conferences like GDC or PAX, or a stipend to pay for bare essentials as a team gets up and running. This is by no means something that can be relied upon, however, and in fact, Film Victoria, which had hitherto been instrumental in supporting independent development, has recently had its funding cut.

So what other options are there? One of the biggest success stories of 2012 has been Kickstarter funding, and a number of high profile projects have raised a great deal of capital. One has to wonder, however, just how hard it is for teams that aren’t pitching a revolutionary idea or involved with well-known games or developers to make an impact via Kickstarter. Is it viable for everyone? In many ways, it comes back to the issue of discovery.

“Kickstarter, just like the App Store, Steam etc – is going to be predisposed to benefiting those that are already established, like Double Fine etc,” Surprise Attack’s Chris Wright tells us. “This is just because they already have a reputation and resources. So their existing fan base can be mobilised and media are happy to write about the projects.

“However, these more open platforms also have the ability to lift people out of obscurity and into the spotlight if they have amazing ideas. The Pebble Watch is a good example. I think Kickstarter is an amazing platform for indie devs,” he continues. “They can raise significant amounts of funding – certainly the same size or greater than the government grants available to them - and also build an engaged fan base along the way to launch.

“But just like the App Store, it's not as simple as you put a project up and it gets funded. Access to the funding market doesn't mean you get funding, just like access to a distribution channel doesn't mean people will buy your game.”

It definitely helps if you're this dude. (The guy on the right.)

There are other factors to consider when going with Kickstarter too. “When you create a campaign on Kickstarter you need to have solved many elements of your concept already,” says Simon Joslin of The Voxel Agents. “It's almost like selling the game as if it already exists, which is akin to the publisher model where you have already determined the unique selling points of your gameplay, theme and marketing. I imagine that… you have less room to move with your ideas as your funding community is expecting what you initially sold them. If you want to change it drastically you may accidentally remove what your community was initially sold on.

“The way we're built at the moment doesn't work with Kickstarter or publishers because our ethos is built around discovering ideas in the process of game development itself,” he continues. “We discover what we're making as we make it. It's a highly adaptive process, with many iterations around a single idea. Another factor for us is that certain types of games are best kept secret until launch day. I don't think the early concepts of Train Conductor, Fruit Ninja or Draw Something should have been made public until they were finished games. We're working on two games at the moment I wouldn't share openly. They are brilliant in their simplicity, and therefore easy to replicate.

“While it might not be for us, many studios are currently making excellent use of Kickstarter funding and if you're configured in the right way, it could be absolutely perfect for you. Highly visual games, narrative driven games, or anything crowd sourced are well suited for Kickstarter. Of course being famous would also make you a good fit for it too.”

Timing is key too. “When we've been working on Kickstarter projects for studios we've really struggled to get much coverage,” says Chris Wright. “We actually advise clients to announce their games first and start building some momentum before they try to raise money via Kickstarter.”

Nothing, then, is simple when it comes to the indie scene. But the fact that there are more questions than answers, that this a bold new frontier, and that - while not everyone will make it - those that do have the potential to find not only success, but to change the fabric of the industry as a whole, well, that's pretty damn exciting, right?

Cam Shea is the senior editor at IGN Australia. You can follow him here on IGN. Like the AU team's style? Why not join our Facebook community and follow us on Twitter


Source : ign[dot]com

Tuesday, 31 July 2012

Bond Skyfall Trailer 2 Hits

The new trailer for Skyfall has hit the net, alongside a couple of brand-new stills from the latest James Bond picture.

Beware of spoilers from the trailer ahead…

It kicks off with M apparently writing Bond’s obituary, before being berated by Ralph Fiennes’ Gareth Mallory for losing a drive that contains the identity of every of every agent embedded in terrorist organizations across the globe.

Bond then makes a miraculous return from the grave before becoming embroiled in a series of spectacular action set-pieces, including one atop a train.

We are also introduced to the new Q – played by Ben Whishaw – who issues Bond with his iconic weapon of choice, the Walter PPK.

And we get our first glimpse at a very blonde Javier Bardem as the film’s villain Silva, whose plan seems to be… well, you’ll just have to watch the trailer below!

Chris Tilly is the Entertainment Editor for IGN and is a big fan of blonde Bardem. His idle chat can be found on both Twitter and MyIGN.


Source : ign[dot]com

Wednesday, 25 July 2012

The Avengers #28 Review




The past couple issues of Avengers have focused mainly on Noh-Varr's role in the events of Avengers vs. X-Men, which didn't end so well for him. And with issue #28 promising to depict Red Hulk's "last stand," is he going to fare any better? Brian Michael Bendis doesn't utilize the character as effectively as he did during last year's Fear Itself tie-in, but Red Hulk fans will still be able to take some enjoyment out of this standalone chapter.


Bendis chronicles Red Hulk's clandestine mission to assassinate Cyclops. The opening pages where Red Hulk monologues abut his ability to do what men like Captain America can't are a little hackneyed, but most of the blame lies on the decision to rely on a mix of prose and silent panels where traditional pages probably would have been more effective. The issue picks up immediately once Red Hulk undertakes his mission and the prose approach vanishes. Another nice quality is that he remains in General Ross form for much of this sequence, which may well be a first for this series. It's fun to see one angry, mustached soldier get the drop on an entire island of mutants, if only briefly.


The subject matter isn't necessarily the best use of Walt Simonson's larger-than-life pencilling style, as much of this issue plays out like a grim espionage tale rather than a superhero brawl. By and large, Simonson rises to the challenge. Though his figures are occasionally too flat, his storytelling is impeccable during the Utopia infiltration. The opening pages are less so,particularly the splash page that features a caption plastered directly on Red Hulk's forehead for no apparent reason.


Ultimately, a story like this is always limited by the need to fit within the confines of the main event. And so there's little in the way of consequential plot progression or character growth. But if nothing else, Avengers #28 proves that Red Hulk still has a place among Earth's Mightiest Heroes.







Jesse is a writer for IGN Comics and various other IGN channels. Follow Jesse on Twitter, or find him on IGN.



Source : ign[dot]com

Friday, 20 July 2012

Debris #1 Preview

A couple of months back, we brought you an enlightening chat with our good friend and Image Comics writer Kurtis Wiebe about his new series Debris, which re-teams him with his Green Wake cohort Riley Rossmo to deliver a fantasy epic inspired by the likes of Final Fantasy.

The story centers on Maya, the last hope of humanity, as she's forced to battle the spirits of Earth that take the form of gigantic monsters made of junk. And yeah, it's as cool as it sounds. Courtesy of Image Comics, take a look at the first issue, which hits stands next week.

Final Fantasy Inspires New Comic

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Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He will love Star Wars until the end of his days.


Source : ign[dot]com