Monday, February 28, 2011

EA employees say "It Gets Better"

The "It Gets Better" project is a video campaign where people speak out for lesbian, gay, bisexual, and transgendered youth suffering from bullying. Today, EA adds their voice to the chorus.

You can find out more about It Gets Better here. Also, we highly recommend the Pixar It Gets Better video -- it's very touching.

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Need for Speed Shift 2 Unleashed in development

Electronic Arts announces the development of Shift 2 Unleashed, a new entry in the Need for Speed simulation series developed by Slightly Mad Studios. Slightly Mad Studios developed the first title.

According to EA's announcement this morning, Shift 2 Unleashed features a new rendering engine, a helmet camera view, new physics, track and car degradation, support for EA's social racing elements via Need for Speed Autolog, and the ability to race at night. Autolog is a feature (found in the recently released Hot Pursuit game) that connects friends in a way that allows for head-to-head races and the ability to compare player stats.

The first Shift title released in September 2009 and sold through close to five million copies globally, according to EA.

Shift 2 Unleashed releases on PlayStation 3, Windows PC, and Xbox 360 in spring 2011. For more information, visit www.needforspeed.com.

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GoldenEye 007 Single-Player Hands-On

We infiltrate the dam in the first level of GoldenEye 007 for the Wii.

 

This year GoldenEye 007 returns to a Nintendo console with Activision's reimagining of the original classic for the N64. The game is being treated with great respect, says Activision, with the company's largest-ever Wii development team of 125 staff at Eurocom. The studio promises modern gameplay with some nostalgic twists. The game takes place in the new James Bond universe, meaning Daniel Craig as 007 and less gadget-driven action.

Who's making it? Eurocom comes with some serious James Bond heritage, having previously worked on Nightfire for the PlayStation 2, Xbox, and GameCube. The developers also have tremendous Wii experience; they produced last year's underappreciated Dead Space: Extraction. GoldenEye 007 actually runs on the engine created for that game.

What it looks like: GoldenEye takes many visual cues from the classic N64 first-person shooter. The dam level begins with a sweeping camera shot identical to the one in Rare's original GoldenEye game, and the first part of the level takes place in an area that is equally familiar, right down to the location of weapon pickups. As the mission progresses, though, the layout becomes less familiar, as Eurocom has developed new sections and objectives. These are well suited to Daniel Craig's roguish approach to Bond and his brand of gadget-free espionage. Other objectives simply serve to extend the experience beyond the relatively short levels from the original. The graphical fidelity is mightily impressive for a Wii game, though there are still some rough edges that need to be addressed.

What you do: There are a number of control schemes on offer, including a Wii Remote and Nunchuk option, which simplifies the game so that all movement is handled by the analogue stick while shooting is handled by pointing the remote at the screen. The game also supports a more traditional console FPS control scheme on the Classic Controller and GameCube Controller.

How it plays: As Daniel Craig's 007, you must infiltrate the weapons facility of the rogue Russian general Ourumov alongside fellow agent 006. You are free to approach combat scenarios any way you see fit, using silent takedowns and hiding in shadows, or simply wading in with all guns blazing, though the latter will result in triggered alarms and much tougher resistance. Several new mechanics are also layered on top of the classic GoldenEye gameplay. One intense sequence in the dam level involves a slow-motion door breach that wouldn't have looked out of place in Modern Warfare 2. There is also an on-rails section where Bond attacks enemies from the window of a truck being driven by 006. In the original game, Bond simply follows the truck through security checkpoints on foot. It is interesting to see how Eurocom has taken familiar gameplay sequences and spiced them up with new cinematic action to help them feel both fresh and nostalgic.

One of the most surprising elements of the demo was just how similar the AI behaviour was to that of the original game. Guards will often perform theatrical rolls and dives before engaging you in combat and will foolishly take refuge behind explosive barrels and crates. There's also a new destructible cover system which helps to keep the gameplay fast and forces you to concentrate. This makes finding cover in which to regenerate health particularly challenging. If you play in 007 Classic difficulty mode, though, health doesn't regenerate at all. Instead, hardcore fans will be able to use the original system of health packs and body armour, right down to the classic HUD design.

What they say: GoldenEye 007 is a modern FPS with touches of nostalgia that will make it accessible to fans and newcomers alike.

What we say: This should be a good FPS experience for Wii owners who want some more traditional games for their collection, as well as an awesome trip down memory lane for those who remember the original.

Read and Post Comments | Get the full article at GameSpot


"GoldenEye 007 Single-Player Hands-On " was posted by Joe Barron on Thu, 16 Sep 2010 08:11:08 -0700

Source: http://www.gamespot.com/wii/action/goldeneye007/news.html?sid=6276246

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Metacritic releases publisher rankings for 2010

Reviews aggregate site Metacritic has crunched the scores for the major publishers to see which company fared the best with critics in 2010. Thanks the success of Red Dead Redemption and Civ 5, Take Two came out on top.

You can find the full rankings over at Metacritic. It's a really interesting and well designed article that breaks down the successes and failures of the major publishers for the past calendar year.

We've written in the past about Metacritic's influence on the games industry, but regardless of how you feel about the site, there's no denying that they're a very useful source of information for consumers and industry people alike, and their packaging of the past year's review scores is an enlightening glimpse into how the portfolios of publishers performed with game critics.

Metacritic releases publisher rankings for 2010

Thanks to the performance of Rockstar's Red Dead Redemption and 2K's Civ 5, Take Two came out on top as the highest rated publisher last year

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EA, Madden predict great things for Packers, Ravens

EA's official Madden NFL 11 simulation of the upcoming NFL season has the Green Bay Packers and the Baltimore Ravens building on their successes of a year ago.

Picked by a number of experts to win the NFC, the Madden sim has the Green Bay Packers finishing the regular season with a 12-4 record and MVP and Offensive Player of the Year honors for quarterback Aaron Rodgers.

Also tabbed by many NFL prognosticators as the top team in the AFC, the Ravens secure a 13-3 record behind a defense led by outside lineback Terrell Suggs (the Defensive Player of the Year). Madden predicts the Indianapolis Colts will tie the Ravens for the best record in the AFC, but Baltimore secures home-field advantage on the strength of its better divisional record. The Ravens' John Harbaugh, the brother of former NFL quarterback and current Stanford head coach Jim Harbaugh, receives Coach of the Year honors.

Last season, Madden was a little off in some its predictions. Madden tabbed the New England Patriots to dominate the AFC, with Tom Brady throwing for 4,500 yards and 47 touchdowns. While Brady threw for more than 4,300 yards, he had 19 fewer TDs (28) than Madden predicted – and it was the Indianapolis Colts, not the Pats, who dominated the AFC. Madden also predicted that the Philadelphia Eagles would rule the NFC roost. Instead, it was the New Orleans Saints who finished on top in the NFC -- and won the Super Bowl.

Division winners in the Madden sim include the New England Patriots, the San Diego Chargers, and the Colts in the AFC, with the New York Jets and the Houston Texans (finally) taking the wild-card slots.

The Minnesota Vikings tied the Packers with a 12-4 record, but since the Packers had a better NFC North record, the Vikings had to settle for a wild-card slot. The San Francisco 49ers return to the playoffs for the first time since 2003 by winning the NFC West. The Dallas Cowboys (NFC East) and New Orleans Saints (NFC South) also won their divisions. The Atlanta Falcons secured the final wild-card spot.

Read the October issue of GamePro (on newsstands now) and the November issue (available October 5) for more predictions on the NFL season from one of our Madden experts, Todd Zuniga.

Fantasy football players: Tight end Jermaine Gresham is likely available in your league (he's owned in 15.2 percent of ESPN leagues), and you may want to pick him up, as Madden predicts he'll be the Offensive Rookie of the Year. Cleveland Browns cornerback Joe Haden earns Defensive Rookie of the Year honors in the Madden sim.

Here's a look at other top offensive performers in the sim of the NFL 2010 season. GamePro assumes no responsibility for those of you that base your fantasy football teams on these predictions.

    Quarterback
  • Aaron Rodgers GB 4,639 yards, 36 TDs, 9 INTs
  • Matt Schaub HOU 4,592 yards, 35 TDs, 16 INTs
  • Peyton Manning IND 4,542 yards, 33 TDS, 8 INTs
  • Tom Brady NE 4,471 yards, 32 TDs, 14 INTs
  • Drew Brees NO 4,459 yards, 33 TDs, 12 INTs
  • Tony Romo DAL 4,357 yards, 29 TDs, 10 INTs
  • Donovan McNabb WAS 4,309 yards, 28 TDS, 13 INTs
  • Philip Rivers SD 4,303 yards, 29 TDs, 12 INTs
  • Eli Manning NYG 4,248 yards, 25 TDs, 14 INTs
  • Joe Flacco BAL 4,112 yards, 25 TDs, 12 INTs
    Running Back
  • Chris Johnson TEN 1,784 yards, 15 TDs
  • Steven Jackson STL 1,631 yards, 8 TDs
  • Adrian Peterson MIN 1,608 yards, 16 TDs
  • Maurice Jones-Drew JAX 1,459 yards, 13 TDs
  • Rashard Mendenhall PIT 1,403 yards, 9 TDs
  • Frank Gore SF 1,380 yards, 10 TDs
  • Ray Rice BAL 1,311 yards, 9 TDs
  • LeSean McCoy PHI 1,288 yards, 7 TDs
  • Jerome Harrison CLE 1,235 yards, 8 TDs
  • Jonathan Stewart CAR 1,192 yards, 12 TDs
    Wide Receiver
  • Andre Johnson HOU 104 recs, 1,541 yards, 12 TDs
  • Greg Jennings GB 102 recs, 1,438 yards, 13 TDs
  • Marques Colston NO 107 recs, 1,372 yards, 11 TDs
  • Randy Moss NE 91 recs, 1,324 yards, 15 TDs
  • Miles Austin DAL 88 recs, 1,323 yards, 10 TDs
  • Brandon Marshall MIA 105 recs, 1,290 yards, 11 TDs
  • Roddy White ATL 86 recs 1,257 yards, 8 TDs
  • Steve Smith CAR 98 recs, 1,213 yards, 7 TDs
  • Anquan Boldin BAL 96 recs, 1,179 yards, 8 TDs
  • Santana Moss WAS 85 recs, 1,174 yards, 9 TDs
    Tight End
  • Antonio Gates SD 102 recs, 1,179 yards, 11 TDs
  • Owen Daniels HOU 93 recs, 1,093 yards, 8 TDs
  • Vernon Davis SF 83 recs, 1,032 yards, 6 TDs
  • Dallas Clark IND 90 recs, 992 yards, 8 TDs
  • Jason Witten DAL 97 recs, 933 yards, 4 TDs
  • Jermaine Gresham CIN 72 recs, 930 yards, 7 TDs
  • Jermichael Finley GB 79 recs, 916 yards, 9 TDs
  • Tony Gonzalez ATL 81 recs, 882 yards, 7 TDs
  • Brent Celek PHI 79 recs, 881 yards, 6 TDs
  • Zach Miller OAK 75 recs, 841 yards, 3 TDs

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Muhammad Ali Boxing 3D Hands-On

We got some hands on time with a beta build of Muhammad Ali Boxing 3D, and took on the champ.

 

Boxing, as a sport, has been celebrated since the Mycenaean age, but it has only one folk hero--Muhammad Ali. Superscape is releasing games, in its typical 2D and 3D SKUs, based on the Louisville Lip's pugilistic legacy. We got a chance to check out the 3D version, and we were impressed with the realistic texture work that's gone into the game.

Predictably, you start Ali as a no-name fighter trying to make a name for himself without losing too many brain cells. By increasing your stats on the heavy and speed bags, you can develop a champion's body, just as a young Cassius did after his bike was famously stolen. The other half of the battle is knocking out the twelve guys bobbing and weaving between you and the self-styled "greatest fighter of all time."

Before you face him in the ring, Ali pops up often to offer words of encouragement or chastisement. Sometimes, as is his wont, he just talks about himself: "Muhammad Ali is the greatest! If he hits you once, you're asleep for the night!" These vocal clips add quite a bit of character. Ali's head model looks great. The texture work here is highly reminiscent of that seen in S.W.A.T.'s agent portraits. Aside from Ali, there are 10 unique fighter textures, although the same few body models are reused.

Ali can be played with only the navigation pad on the LG VX8000. Left and right weave, while up and down execute punches. The center OK button performs a block. When you're knocked out, you must use the directional pad to line up the overhead ring lights with their perceived afterimages. This keeps you from slipping back into unconsciousness. Ali's simple interface should make the game accessible to novice gamers. Ali has progressed nicely since last we saw it, and we look forward to playing the game when launches later this year.

Read and Post Comments | Get the full article at GameSpot


"Muhammad Ali Boxing 3D Hands-On" was posted by Avery Score on Tue, 27 Sep 2005 14:43:43 -0700

Source: http://www.gamespot.com/mobile/sports/muhammadaliboxing3d/news.html?sid=6134492

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Sunday, February 27, 2011

EA releases Pogo app for iPhone

Electronic Arts releases a free Pogo app for Apple iOS devices this morning featuring five games from its casual online game destination

The app includes Poppit!, Word Whomp, Turbo 21, Mahjong Safari, and Sweet Tooth 2. All games are full-featured and cost nothing to play. The Pogo Games App promises a "seamless experience" for current Pogo online players, extending such features as rewards, leaderboards, and challenges to iPhone and iPod touch. EA calls the app a "freemium offerings," supported by an advertising-supported business model.

An App purchase of $2.99 gives players an advertising-free gaming experience. Members of Club Pogo need only log-in through the app to enjoy ad-free game play.

The Pogo Games App is available from the App Store on iPhone and iPod touch or at www.itunes.com/appstore.

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"Professor XP" jumps ship for Rensselaer Polytechnic Institute

Remember that game design professor at Indiana University who used experience points instead of grades to run his classes? He's at Rensselaer Polytechnic Institute, now.

Professor Lee Sheldon first caught our attention with the XP system last spring while he was still teaching two "MMO-style" classes at Indiana University. Also, he used to work on Star Trek: The Next Generation before writing for games like the Agatha Christie PC series. Now, Rensselaer Polytechnic Institute tells GamePro that Sheldon is their new co-director on the school's Games & Simulation Arts and Sciences (GSAS) program.

Rensselaer made The Princeton Review's top 8 game design schools for undergraduates last year at number 5. As GSAS co-director, Sheldon wants to put more of an emphasis on storytelling in games.

Contrary to putting Portal on his syllabus, however, Sheldon still has his class reading traditional texts while they work on their course projects (games). He then asks them to look at what they've done and ask big picture questions like, "What is it about this game that will touch humanity? That will endure?"

We asked him to name some current video games that get storytelling right and he said he couldn't think of any besides the obvious (Portal). We asked him to name some that are doing it wrong and he politely declined to trash-talk -- but he did say that despite Portal's achievements in storytelling, video games still had a lot more work to do to catch up with film or literature's development in narrative.

Sheldon's already well into his first semester at Rensselaer and, yes, he's still giving out XP instead of grades. Check him out here.

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Oh yes they did... Nintendo files official trademark for "It's On Like Donkey Kong"

Here's a piece of weird news: After who knows how long the phrase has existed, Nintendo finally filed a trademark for the exact wording, "It's on like Donkey Kong."

According to a press release, Nintendo wants the phrase trademarked "in honor of" Donkey Kong Country Returns, which hits the Wii November 21. As to whether or not Nintendo has the right to trademark a phrase it didn't invent, there is precedent for a de facto trademark on account of the phrase's association with Donkey Kong. Besides, "It's on like giant apes," just doesn't have the same ring to it.

Can you remember the first time you heard the phrase "It's on like Donkey Kong?"

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Conduit 2 Updated Impressions

If you thought the original Conduit was a little too vanilla, perhaps a sea monster that breathes lasers will be more up your alley.

 

Released last year, the original Conduit stood out among Wii games for a number of reasons. Chief among them were the game's impressive graphics and ability to take a genre so firmly entrenched on other platforms and make the control scheme work brilliantly on the Wii. But as is so often the case with games designed to tread new ground, developer High Voltage Software didn't quite nail the basics. With a ho-hum story and a predictable campaign, the core of the game didn't live up to the strong points that made it unique for its chosen platform. For Conduit 2, High Voltage is clearly aiming to right those wrongs with a game that, it hopes, will grab you right away and keep you entertained for the long haul.

Rather than set the entire game in one continuous locale as the first game did with Washington DC, Conduit 2 will offer a more globe-trotting affair in its aim to alleviate that predictability. The game begins on an offshore oil derrick in the Atlantic Ocean, with rain pouring down and crashing waves serving to let you know right off the bat that you're not in the nation's capital anymore. From there, you will venture to places like China, Siberia, and even the lost city of Atlantis. Yes, you read that right--your fight against invading aliens will lead you to one of the most mysterious civilizations in Earth's history.

High Voltage also wants to punctuate the campaign with more "wow" moments to add more variety to the pacing--a big flaw with the original. The most noticeable change in this regard is the inclusion of boss fights. High Voltage gave us a look at one of the bosses from the sequel, and it certainly managed to stand out from the usual alien grunts you'll face during most of the game. You can chalk that up to the fact that this boss was a sea monster, roughly the size of a skyscraper that happened to also shoot lasers out of its mouth. While we didn't get a chance to play during this section of the game, if nothing else, the boss served to underscore the point that High Voltage knows that Conduit 2 could benefit from some more exasperations of "What the heck?" on your part.

Some changes to the core gameplay have been added as well, including the ability to flip objects over for impromptu cover and alternate fire options for most of the guns. Some of these that we saw looked pretty cool, if a little bit bizarre and hard to master right away. One that really stood out was the hive cannon, which lets you fire bullets as the primary fire or shoot a sticky tag onto the enemy as an alternate fire that then pulls those regular bullets toward it like a magnet--even if that means around corners. Another gun pulls enemy bullets toward it, only to erupt in one giant explosion of gunfire much like a scene from the movie District 9, which High Voltage was quick to reference when talking about the guns.

At the very least, it looks like High Voltage knows what it'll take to make a better Conduit game. Of course, that's easier said than done. Whether this sequel improves upon its predecessor in a substantial way is something we'll have to wait to find out. In the meantime, you can expect to see Conduit 2 released for the Wii next February.

Read and Post Comments | Get the full article at GameSpot


"Conduit 2 Updated Impressions" was posted by Shaun McInnis on Fri, 22 Oct 2010 12:31:34 -0700

Source: http://www.gamespot.com/wii/action/theconduit2/news.html?sid=6282819

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Analysis: Anatomy of an alternate-reality game

We hacked the Portal 2 BBS and tracked Meltzer's kidnapped daughter to Rapture without touching a video game console. Alternate-reality games (ARG) have become more sophisticated in the last few years, and now it seems every major release comes with an extra mystery to solve. What makes these games so popular? Who plays them, and why do developers sink so much time and effort into a free product?

Alternate-reality games have come a long way since the ill-fated 2001 launch of EA's Majestic, an interactive game that contacted subscribers via phone, email, and instant message to make a fictional conspiracy come alive. Majestic was the first commercial ARG, a game played in real-time across multiple forms of media. That ARG was a commercial failure - EA shut the game down after recouping less than a tenth of the $10 million development cost - but today the format flourishes as a marketing tool. To find out why, GamePro talked to a few game designers about what makes ARG marketing campaigns so effective and whether their popularity suggests a growing trend or just a passing fad.

Analysis: Anatomy of an alternate-reality game

The menu screen for EA's early ARG, Majestic

"This is not a gimmick or a passing fad," says Jim Stewartson, president and cofounder of Fourth Wall Studios. The guys at Fourth Wall helped design a number of successful ARG campaigns - including the ilovebees promotion for Halo 2's release. And while none of the publishers we contacted were willing to share actual sales data, Stewartson assures GamePro that promotional ARGs are a very effective -- and profitable -- method of getting players hyped about a game because they demand audience participation.

The Why

"Gamers are perceptive, and they get defensive when it comes to traditional marketing," says Tom Bass, marketing director at 2K Games. "Nowadays, we can't just film a TV spot and call it a night."

Even if they did, the advent of DVR devices, Netflix streaming, and sophisticated ad-blocking software enables consumers to eliminate traditional advertising from their daily life. Elizabeth Tobey, community manager at 2K Games, explains that video-game marketing is a unique challenge because traditional media cannot convey intangible qualities such as the atmosphere or narrative tone of a game environment.

"For BioShock 2, we needed a way to attract players and get them excited about Rapture without revealing the plot," she says.

Enter the ARG, a participatory publicity stunt so subtle that many players never realize the puzzles they're solving stem from a retail product. Sometimes, the puppetmasters don't realize it, either. "It's not really marketing anymore," says Stewartson. "What it really is -- if it's done right -- is extra content for the audience."

Analysis: Anatomy of an alternate-reality game

BioShock 2's ARG included many clues and events that were viewable in public

The Who

These ARGs are still new enough that nobody quite knows who the audience is. When a marketing campaign is developed for a popular video-game franchise like Portal or Halo, the target audience is typically divided into two groups: returning fans rabid for fresh content, and newcomers who may know nothing about Aperture Science or Master Chief. Direct marketing like TV spots or magazines ads risk favoring one group over the other, but ARG clues are often sprinkled evenly across multiple forms of media. This method of marketing a game release with comic books or viral videos in lieu of advertising is becoming popular because developers can attract new players while simultaneously rewarding fans with extra content.

It's clear that ARGs appeal to companies seeking to attract a broad audience, and once word spreads of a particularly clever or daunting mystery, a third segment of the market emerges: the hardcore ARG player. They are a publicist's best friend and a developer's worst nightmare, because they'll effortlessly assemble into a global network capable of solving even the most complex puzzle. Consider the Cloudmakers, a team of more than 7,500 amateur cryptographers worldwide who spent the three months leading up to the film A.I.'s debut working together to expose a fictional conspiracy. The group garnered national media attention for translating clues in obscure Indian dialects, cracking musical codes, and generally pushing developers like Stewartson to create an interactive mystery challenging enough to last until the movie's release.

"The arrival of hardcore ARG players turns a transmedia campaign into a serious spectator sport," says Andrea Phillips, an independent ARG designer and former Cloudmaker. "A very wide audience is attracted by the accomplishments of a few hardcore players. We're seeing an explosion in ARG popularity because a clever game can potentially attract millions of fans for less than it costs to produce a prime-time TV spot."

The How (Much)

The potential profit margin on ARG marketing is so promising that even companies like NBC, Warner Brothers, and Audi USA are creating ARGs to sell new products. In 2005, Audi launched "The Art of the H3ist" to market the Audi A3 by encouraging players to seek out six locked cars containing coded plans for a fictional museum heist. According to statistics compiled by cross-media specialist Christy Dena from Audi's published results, "The Art of the H3ist" generated a 73 percent increase in online purchase activity over previous marketing campaigns and boasted "the most qualified online-ad generated audience of any Audi car launch." The cost of producing and running the game was nearly $4 million, but with over a thousand launch vehicles sold -- at roughly $27,000 apiece -- it's easy to understand the appeal of what Stewartson calls "the future of participatory marketing."

Since most ARGs don't actually sell products, it's difficult for analysts to quantify how audience participation translates into units sold. Consequently, many experts believe the ARG as we now know it -- a marketing gimmick -- will die once the novelty wears off.

"The ARG as a pure marketing tool won't last forever, but the ARG as a full-bodied piece of entertainment is here to stay," says Phillips. In her opinion, the future of ARG development lies in offering game developers the tools to flesh out a story across multiple media formats without overly complicating the original game.

The Future

Consider Portal's use of contextual story clues sprinkled throughout the game environment: The player's free to spend as much or as little time as they want searching the Aperture Science facility for clues to their imprisonment, allowing everyone to find the perfect balance between solving puzzles and uncovering the story. Phillips fantasizes about a future Portal game that you can play even when you're away from your console. For example, by investigating the Aperture Science website or joining the GLaDOS Liberation Society on Facebook future players might learn more about the Portal universe and even change how the story unfolds.

Analysis: Anatomy of an alternate-reality game

Portal 2's announcement ARG began with an extended ending, and continued on stage at the 2010 Game Developer's Choice Awards.

GamePro contacted Valve Software for comment on the recent success of the Portal 2 promotional ARG, and Portal 2 Project Manager Erik Johnson tells us the Portal update was never meant to be a marketing tool.

"We don't really see a clear line between marketing the product versus building the game experience," says Johnson. "We want to build an entertaining experience whenever we interact with our community, not just when we release the final product."

For Johnson, the future of ARG design is all about community involvement: "The next step for us is to allow the experience to go both ways, where the actions of the community will have more of a direct effect on either the activity before the game is launched, or the game itself."

Perhaps Phillips is right in predicting a future where games shatter the fourth wall ("I'd really like to kidnap a player," she once confided during an Escapist interview), but given the apparent success of transmedia marketing, it seems inevitable that contemporary ARG design will continue to center around pushing product, at least until more developers grow comfortable communicating with players outside of the game.

"Entertainment is rapidly changing toward having a partnership with your community rather than hurling tiny bits of information from on high," says Johnson. "We feel like the return on entertaining a bunch of fans is incredibly high. If we succeeded in that, then everything else will work out fine."

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/dJJSY7Yf618/

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Sony announces Next Generation Portable

Surprise! It's not the "PSP2." GamePro's Will Herring and IDG News Service's Martyn Williams are live at the Sony PlayStation reveal event in Tokyo. Here are the highlights:

They're dimming the lights and cranking up the awesome house music... looks like the party's about to begin.less than a minute ago via web


SCE President and Group CEO Kazuo Hirai just took the stage.less than a minute ago via web


He's very proud of today, and the announcements SCE has in store to celebrate the dynamism of this business.less than a minute ago via web


They're playing a video last seen five years ago at E3less than a minute ago via web


The video is "Cyber Society," a conceptual video glimpsing at the future of interactive technologyless than a minute ago via web


He says more than 80% of PS3 consoles are connected to the internetless than a minute ago via web


Hirai announces PlayStation Suite to expand PS platform to smartphones, other devicesless than a minute ago via Seesmic for BlackBerry


It's a cross-platform, cross-device initiative to make PlayStation content available to more gamers and developersless than a minute ago via web


It'll be available on Android smart phonesless than a minute ago via web


And now, PlayStation Certified -- a licensing initiative for trademarks in the PlayStation brandless than a minute ago via web


PS Suite will emulate the first generation of PlayStation content for portable devicesless than a minute ago via web


PlayStation games will be available on the PlayStation Store on Android devicesless than a minute ago via web


They're playing a video... introducing the "Next Generation Portable" device...less than a minute ago via web


960 x 544 display, 3G + Wi-Fi, GPS, dual analog sticks, dual touchpad, SixAxis motion tech, front and rear cameras, microphone...less than a minute ago via web


It looks like a wider, sleeker PSP that uses a flash memory card as its game medialess than a minute ago via web


NGP will be released holiday season this yearless than a minute ago via web


SCE Worldwide Studios president Shuhei Yoshida is taking the stageless than a minute ago via web


They're starting a video showing off some new titles on NGPless than a minute ago via web


Killzone on NGP!less than a minute ago via web


WipeOut, Resistance, and an Uncharted game all running on NGP!less than a minute ago via web


They're kicking off a live Uncharted demo on NGPless than a minute ago via web


Left-hand stick controls Drake, right-hand stick controls the cameraless than a minute ago via web


He just used the front touch-pad screen to make Drake vault over a fallen treeless than a minute ago via web


He's now using the NGP's on-board motion sensing tech to tilt the device, causing Drake to swing on a vineless than a minute ago via web


He's aiming Drake's rifle with the on-board motion techless than a minute ago via web


Talking about NGP's new user experience -- Muneki Shimadaless than a minute ago via web


Showing off the new touch-screen feautres, where you can "touch, grab, trace, push, and pull" the game experienceless than a minute ago via web


Using Little Deviants to show off the touch-screen capabilities -- using the rear touch-pad to alter the environment with his finger tipless than a minute ago via web


He's pinching and pulling both the front and rear touch-pads simultaneously to stretch the playing field in real-timeless than a minute ago via web


Introducing LiveArea -- a spot where users will have access to new game info via the NGPless than a minute ago via web


They're scrolling through LiveArea's UI -- games are readily accessible, as are social networking and Trophy functionsless than a minute ago via web


From LiveArea, they're accessing Hot Shots Golf Next DLC and game informationless than a minute ago via web


There's also a communication function, where you can see your friends' in-game activity, accomplishments, and purchasesless than a minute ago via web


Now, Near -- an application that lets you see who's playing what on their NGPs in your vicinityless than a minute ago via web


Near syncs up with PSN ID information, and allows you to see gamers near you, as well as check their Trophies, library of games, and scoresless than a minute ago via web


He's inviting developers from Capcom, Sega, Tecmo Koei, Konami, Epic, and Activision onstageless than a minute ago via web


We're going to pause here for a second and give you a good look at the games in a second post. Get a good look at the NGP console here.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/q_1JJ7BB_Ck/

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