Thứ Năm, 29 tháng 12, 2011

FarmVille Avatar Clothing Sneak Peek: Royal Guard Costume & Butler Outfit

Two new costumes will be available in FarmVille in the near future, with both of these looking to come in the English Countryside limited edition item theme. Hey guys - if you've been feeling left out after the release of tea party dresses in the game, this will be your chance to jump into the theme, as both of these outfits are decidedly male.

The first is the Royal Guard Costume, while the second is a Butler's Outfit. Both of these costumes will likely cost Farm Cash, and we can see the Royal Guard Costume (if it does indeed include the hat) easily costing upwards of 10 Farm Cash. Though, Zynga may surprise us and price them cheaper, but I wouldn't hold my breath for that.

Are you looking forward to dressing your FarmVille avatar as a Royal Guard or Butler? Which costume will you purchase?

FarmVille: Royal Hops no longer listed as English Countryside crop

A short time ago, we brought you some FarmVille tips and tricks on how to grow Royal Hops - then an English Countryside-specific crop - back on your Home Farm. It seems as though Zynga might have planned for that to happen all along, however, as we've discovered that the Royal Hops crop now appears in both markets without any markings related to the English Countryside.

This means that users don't have to worry about crop licenses, and can freely grow Royal Hops on both of their farms, lessening the time it takes to master the crop by up to half. If you're someone that loves mastering all new crops, your strategy now is simple: Grow Royal Hops on both of your farms in mass quantities. Use bushels when harvesting both and voila! Four times the crop growth in just one ten-hour stretch!

We'll make sure to keep an eye on the store, and will let you know if more English Countryside crops receive a free pass to be planted on the Home Farm.

Have you already mastered Royal Hops, or will you now grow them on both farms to master them that much quicker?

Build the resort of your dreams in Resortico, an HTML5 game coming soon to Facebook

The people behind Resortico, a new resort-building simulation game on Facebook, are happy to announce that not only is there game almost ready for launch, but that since the game is fully built in HTML5, you won't just be restricted to playing the game on your desktop computer or netbook. The game's HTML5 support means you'll be able to play the game anywhere, even on an iPad, without having to download an app specifically built for iOS (think FarmVille on iPhone for a comparison).



So far, the game's Facebook page only has the above teaser trailer, showing us that we'll be able to harvest palm trees (presumably for coconuts), and will be able to built huts, a lobster shack, a set of buildings that appear to be outhouses, and so on. You'll be able to move items on the fly, send items and otherwise interact with your friends, and purchase a premium currency which looks to be called "Shells."

It will definitely be interesting to see how Resortico takes off (or doesn't) once it launches. HTML5 is one of the fastest growing, and most exciting things in game development, in my humble opinion, as it allows players true freedom from traditional gameplay methods, allowing us to play our games whenever, and wherever we want. Who knows, if Resortico is a smashing success, maybe big players like Zynga will follow suit, allowing us to play future games on our iPads without the need for an app. Oh what a great day that will be.

Will you try Resortico once it launches on Facebook, or are you more excited for the potential to play Facebook game on your iPad without downloading apps?

Game of the Day: Little Shop - Memories

The Game of the Day brings you hidden object happiness. Little Shop - Memories: Say goodbye to your little shop, and get ready for an exciting future, in 'Little Shop - Memories', the latest chapter in the hugely popular Little Shop series of hidden object games. When the opportunity to open a Little Shop in paradise comes knocking on your door, you just can't resist! But there are so many memories in your Little Shop it's going to be hard to leave.
Click --> Play Little Shop - Memories

Important side note: Just by playing The Game of the Day you will be entered into a monthly drawing to win a FlipCam HD. You don't need to do anything else, just play! The more you play, the more chances you have to win. For more information on the Game of Day check out the official Game of the Day hub.

FarmVille LE English Countryside Trees: Oak Tree & Yew Tree

It's another Sunday night, and that means another update has launched in the fields of FarmVille. This time, we see Zynga releasing two additional trees in the current limited edition English Countryside item theme. The two trees are the Oak Tree and the Yew Tree, with the Yew Tree being the cheaper of the two (and also the more interesting tree, at least visually, in my humble opinion).

The Yew Tree costs 5 Farm Cash to add to your farm, while the Oak Tree costs 10 Farm Cash. As usual, you can skip purchasing the Oak Tree if you'd like to simply purchase the Yew Tree and then spawn an Oak from a Mystery Seedling. You can also look out for friends' wall posts that may allow you to randomly receive an Oak Tree as well. Remember, with the new ability to use building ingredients, and even Watering Cans, incredibly fast, there's no reason not to try and grow one of these for yourself and save a few Horseshoes!

These two trees will be in the game's store for the next two weeks.

What do you think of these two trees? Do you wish that the Oak were the cheaper of the two, since it's more recognizable in name?

Thứ Hai, 26 tháng 12, 2011

Nickelodeon's Monkey Quest: This kids MMO doesn't monkey around

Monkey Quest
Hey, moms and dads out there, listen up. I know, the kids have been bugging you to let them play World of Warcraft, but you A. don't want to pay multiple monthly fees and B. want a game that's a tad less violent than gutting armies of the undead. This is exactly why Nickelodeon and Behaviour Interactive have created Monkey Quest, a full 3D massively multiplayer online game (MMO) that runs in your browser. Sure, it requires the Unity Engine plug-in to play, but from what Keith Tiernan ,VP Creative Development, Garret Moehring, Director of Production, and SVP and GM Kyra Reppen showed us of the game, installing another plug-in should be no problem at all.

Hero MonkeyWhat Monkey Quest is, at its core, is a kids action cartoon adapted to the MMO format, and its proverbial "episodes" are released in patches. The game takes place in the world of Ook, where a civilization of talking, magic-wielding monkeys fight to fend off an ancient evil that's out to split the monkey tribes once again ... or something like that. Well, come to think of it, does that sound too far off from recent "adult" role playing games (RPGs) like Dragon Age 2? If you subtract quite a few obvious details from the game, you have the framework for a classic fantasy tale. Beneath the cutesy, squeaky monkey characters is an epic adventure, which must be why the team tells me Monkey Quest has already welcomed 1 million players since its March soft release.

And to boost that number of players, Nickelodeon is already working on a version of the Monkey Quest for iOS platforms like the iPhone and iPad. "We [do not] think it's going to be a true port," Reppen told us. "We're excited about the cross platform abilities with Unity. So, it's something we'll continue to keep an eye on for other opportunities." I can think of a platform that runs Unity well already, can you? (Hint: You play FarmVille on it.)

Thankfully, the game is far less complex than, say, WoW, as it lands more in the MapleStory spectrum of MMOs. For folks that weren't born in the 21st century, Monkey Quest will evoke memories of classic platformers like Donkey Kong Country. That said, the game is controlled using the keyboard, which does nothing to phase children of the Doom age. But for kids who grew up with PlayStation 2, the Wii and Xbox, the otherwise intuitive controls could prove to be a barrier to entry. Don't let that stop you from trying, because you might find yourself playing this--for supervision, of course.

Gallery: Monkey Quest

You your kids won't be just running around in a digital playground, they'll be teaming up, completing quests, slaying monsters and hoarding loot. You know, just like you do every Wednesday night when it's "Me Time" for three hours. Combat is generally mapped the CVBN keys above the space bar as players gain new abilities leveling up, but all players get an air slam ability. In sprawling, multidimensional and layered dungeons, monkeys will come up against arena-style battle sequences. The encounters scale to group size (four is the maximum), and purple-flaming skulls will not stop creating enemies until they're destroyed. But what's even more interesting are the platforming and the puzzles.

Again, the game takes a considerable amount of skill with a keyboard, as money's swing and climb across ropes, swim in ravines and bounce on massive drums. (Then again, I guess 1 million kids are getting it.) And when players band together in raiding parties of four, the gameplay takes yet another upturn. In most dungeons, you and your fellow primates will find switches and platforms that require all of your friends to activate. But even better, is when each player must play a role in getting that coveted chest brimming with loot.

Monkey Quest complete
For instance, one puzzle Tiernan, Moehring and I encountered required one monkey to stand on a giant button, the other to stand near a lever and the other to stand on a platform attached to this system of pulleys. Only through that coordination, can players get the best items. Well, they can buy them too in the Nick Cash Mall. Nickelodeon took a cue from the free-to-play and Facebook games markets by playing up paid transactions in Monkey Quest. One that, with that many players, will serve it well. And, you know what, with a smoothly animated, accessible game that could easily become the next huge Nickelodeon franchise, the team would deserve it.

Click here to play Monkey Quest Now >

Have you (or your little ones) played Monkey Quest yet? How do you approach kids MMOs for both yourself and your tiny adventure-loving adolescents?

Blizzard hiring web, mobile whiz to improve 'mobile presence' [Updated]

Update: All Blizzard had to say of the open position was this: "[The position] is for our existing team that works on mobile-based enhancements for our games and web services initiatives, including our mobile authenticator and mobile guild chat functionality for World of Warcraft Remote subscribers." Well then, we'll just have to wait and see what Blizzard is up to on the mobile front in the coming months, then.

Blizzard, the infamous creator of the greatest fantasy addiction of all time, World of Warcraft, is looking for a web and mobile savvy project director to "have a vision for what Blizzard Entertainment needs to do to have a successful web and mobile presence." At least that's what the job posting reads. Now, a web and mobile whiz will surely know what's up on mobile devices these days: social media and community.

And Blizzard is already on its way to creating such a community. Just in the past year, the company has released the WoW Armory app for smartphones (a mobile companion to the game in which players can even chat with friends now), and Battle.net 2.0. The latter is a socially-connected, cross-platform communications service for Blizzard fans. Taking a cue from services like Xbox Live, players can chat from across different Blizzard games and even invite players to their games. Wouldn't it be great if the company could stretch that social layer across mobile devices too? Well, it's just a thought. We've contacted Blizzard for comment.

[Image Credit: Blizzard]

What do you think Blizzard might be up to hiring a professional with such specific skills? Are you excited to see what the company brews up?

Playdom loses Program Manager Karen Clark to Romero's Loot Drop

Playdom, who was recently surpassed by Wooga as the fourth most popular social game developer in the world, says goodbye to program manager Karen Clark. The ex-Playdom employee is joining John Romero and his brand new social game studio. Loot Drop, as director of studio operations, Gamasutra reports. Before joining Playdom, Clark worked with Bioware and EA on creating the Dragon Age and Mass Effect franchises.

"Working at Loot Drop was an easy choice for me," Clark told Gamasutra. "I have a lot of friends in the company who believe in the social space and the opportunities it presents to recapture some of the early magic of games where the gameplay was paramount."

Clark joins a list of triple-A industry refugees, including Brenda Brathwaite, COO of Wizardry fame. Not to mention the countless traditional game designer who have opened social games companies elsewhere.

While Loot Drop's first game, Cloudforest Expedition, is already in beta testing, perhaps her hardcore expertise will come in handy for the studio's second release through RockYou? Either way, from such an eclectic manager, we can expect some interesting things to come of Loot Drop.

[Image Credit: Borderhouse Blog]

How do you think Loot Drop will benefit from taking on Clark? How could effect Playdom in the long run?

Are Pokemon and FarmVille one and the same?

Pokemon isn't stale, it's simply perfecting what works. That generally seems to be how Gamasutra's Leigh Alexander feels about the ubiquitous franchise. Since the game's debut in 1998, not many changes to the game have shaken its foundations, if any at all. Rather, Nintendo and Game Freak choose to tweak the game's mechanics and introduce features that layer upon the existing exploration and battle systems that have become iconic in their own right. Wait a second, that sounds a lot like Facebook games, does it not?

Just look at FarmVille: Every change and update introduced to the game has either streamlined an existing feature or built upon one of them. The core gameplay of harvesting crops to a timer has not changed in almost two years, and Zynga likes it that way. Not to mention that 44 million monthly players seem to like it that way too. Could it be that, if Pokemon did decide to innovate--and oft-overused term in the industry, as Alexander points out--that it would alienate its core audience? And what then; is the franchise left to rot because it tried something different, something innovative? If you were in Nintendo's shoes, you would probably hate to risk that too.

But while both are unarguably successful franchises, their numbers just aren't the same. FarmVille's decline is more visible, as the game has lost over 40 million monthly players since it peaked at 87 million this time last year. Pokemon, however, still sells nearly as well as before, but would you still consider Pikachu a household name? Regardless, it's clear that Zynga might have picked up a few tricks from the Pokemon house, and they're still working for both parties. So, don't worry, neither Squirtle nor your collection of Sheep are going away anytime soon.

Do you think Pokemon and FarmVille are similar in their design? Would either games' fan bases crumble if drastic changes were made to their foundations?

FarmVille Sneak Peek: Motorcycle Sheep to wheelie on the farm soon?

Now, if only a mouse were riding that motorcycle, then this news would be that much more awesome. Zynga has released a teaser image of what FarmVille Freak imagines will be a new animal headed to FarmVille. It's an adorably badass sheep on a motorcycle, and not other details were given.

But with a teaser as awesome as this, I think I can be distracted long enough to forget how long it might be before more info is released. Is this part of a new theme headed to the game? Is this a new RewardVille item? How about a Collection reward? Can we breed said biker Sheep? We'll get answers to these questions soon enough. Until then, resume adoration.

[Image Credit: Zynga]

What do you think of this upcoming FarmVille animal? What does it signify for future content updates in the game?

Chủ Nhật, 25 tháng 12, 2011

FrontierVille Plannin' the Big Day Goals: Everything you need to know

Upon completing the Love is in the Air goal series in FrontierVille, you will have been left with Fanny and Hank happily engaged and waiting to plan their big wedding. Well, tonight, the wedding comes one step closure to completion, as you're able to start actually planning for the big day by helping Fanny craft a wedding dress worthy of such an event.

There are four goals to complete while creating the dress, and the dress itself is a fairly complicated crafting project, requiring you to gather items from friends and even construct a separate dressform. To start, let's take a look at the four goals you'll need to finish:

Goal 1: The Dress

Collect one Daily Bonus from the Wedding Wagon
Purchase the Dressform from the Wedding Wagon
Have or Collect Two Thread Spools

In order to complete this goal, you'll first need to wait for Fanny to ask for your help, which should happen automatically the next time you login to the game. You'll then be able to click on the Wedding Wagon and enter the Wedding Store, where you can purchase the Dressform for 950 coins. This Dressform has two parts: one lets you craft the different pieces of the dress, while the other lets you simply sew the dress together to completion. This latter section is like the construction of a building, in that you'll need to collect new building materials from friends to complete it. We have a complete guide to completing the Dressform, along with putting together the final Wedding Dress, so make sure to check that out if you get stuck.

Meanwhile, the Thread Spools are part of the Cotton Collection, so you may already have them. Completing this first goal gives you 750 XP and one Embroidery, a special item used in crafting Fanny's Dress (we'll come back to it a bit later).

Goal 2: Decoratin'

Harvest 30 White roses
Purchase 5 Decorations from the Wedding Wagon
Collect 10 Silver Bells

You'll need to ask your friends for the Silver Bells, along with asking them to send you "Wedding Gifts" via general wall posts. These Wedding Gifts work as the Wedding Store's currency. For finishing this second goal, you'll receive 750 XP, one silk and one tulle. Again, these items go to creating the Wedding Dress itself.

Goal 3: Bridesmaids' Dresses

Customize the Wedding Dress
Collect 15 Enormous Bows
Craft Two Lacings

Enormous Bows are earned by asking your friends, while Lacings are created Sequins and Ribbon inside the Sewing Basket, found inside the Dressform. Again, for a complete look at what the Dressform does and how to use it, check out our guide. Finishing this goal gives you 750 XP, and one Oak Tree.

Goal 4: Finishing Touches

Collect 2 Daily Bonuses from the Chapel
Fulfill 5 Neighbor Wishlist Requests
Collect 10 Invitations

This particular goal isn't as difficult as it is time consuming. I'd suggest scrolling to the end of your friends' list to find those friends that may be asking for cloth, ribbon or other readily available items, rather than those that are brand new and therefore rare. For finishing this final goal, you'll receive 750 XP and a pair of Cuddling Love Birds to decorate your land.

All told, these are definitely some of the most complex goals we've seen released in the game to date, but with a little patience, perseverance and a lot of help from friends, I'm sure you'll have these two lovebirds walking down the virtual aisle in no time!

FrontierVille Fanny's Wedding Dress: Everything you need to know

While the Planning the Big Day goals in FrontierVille are complicated enough, asking you to collect items and plan a wedding for Hank and Fanny, the actual construction of Fanny's Wedding Dress is no picnic either. You'll need to complete the Planning Goals, along with ask your friends for help on most of these items just to succeed. If you have a lot of patience though, follow us along as we detail the steps necessary to send Fanny down the aisle in style.

First, you can't make a dress without a Dressform, which can be purchased from the Wedding Wagon's Wedding Shop for 950 coins. Once that's completed, you can access two separate menus. The first is that seen above, under the "Sew Dress" option. Here, you'll need to collect 15 Silk Threads, 15 White Linens, and 15 Silver Buttons by asking your friends to send them to you. The other three items: the Skirt, Bodice and Veil, are crafted within the Sewing Basket, which is the second menu available in the Dressform itself.

While trying to craft these three items, you'll find that the crafting setup is actually quite complex. That is, like Clothing and Fancy Clothing in the General Store and Cabin, you'll need to craft supplies to craft other things in a cycle - it's not just a simple one-step process. Here's a complete look at the crafting recipes that are available:

As you can see, you'll first need Lacing for the Bodice, with Lacing being crafted with Sequins and Ribbon, as just one example. These Sequins must be earned from friends, by asking them to send them to you. And so the system repeats - you'll ask your friends for ingredients to craft one item, and then use that to craft something else, until you end up with the Bodice, Skirt and Veil. Just like in the real world, planning a FrontierVille wedding isn't an easy (or quick) process, so you'll need to work extra hard to make sure you don't leave Fanny waiting at the altar!

Again, to earn items like the Tulle, Embroidery and Silk, you'll need to complete the Planning the Big Day goals, as they are earned as rewards for completing specific steps. Make sure to check out our complete guide to finishing those goals, and you'll do just fine.

FarmVille Summer items return for one day only as Birthday Classics

Continuing in this week's second birthday celebration in FarmVille, we see Zynga re-releasing a series of Summer-themed items to the game's store. These summer-themed items were originally released in August of 2010, but for one day only, you can pick them up from the game's store. With this theme, we also see the launch of two new trees in the Summer theme, but beware - these new trees share the same one-day only time limit.

Here's a list of the Summer classics that have returned for FarmVille's birthday celebration:

Trees:

Balloon Tree - 5 Farm Cash
Giant Balloon Tree - 10 Farm Cash

The Giant Balloon Tree can also be earned via Mystery Seedlings when placing a Balloon Tree in an Orchard, or claiming them from friends' wall posts.

Animals:

Flamingo - 16 Farm Cash

Buildings:

Beach Game Stand - 24 Farm Cash
Ice Cream Shop - 220,000 coins
Lemonade Stand - 140,000 coins
Roadside Diner - 42 Farm Cash
Backyard Fort - 30 Farm Cash

Decorations:

Beach Volleyball - 30 Farm Cash
Boardwalk - 20,000 coins
Bouncing Castle - 32 Farm Cash
Fireflies - 4 Farm Cash
Mt. Waterfall - 30 Farm Cash
Octopus Pool - 80,000 coins
Roadside Statue - 80,000 coins
Sandcastle - 50,000 coins
Summer Campsite - 50,000 coins
Surfer Gnome - 18 Farm Cash
Toucan - 16 Farm Cash

As you can see, there are plenty of items to choose from here, with more than enough Farm Cash items to wipe out any stockpile you might have been holding onto. While these items are great and all, just remember that we expect another limited edition theme to reappear in the store tomorrow evening, so make sure to hold onto some coins and Farm Cash for that returning theme as well.

FarmVille Mystery Box takes to the waves with summer items

Today's one-day-only Mystery Box in FarmVille sees a set of water and summer-themed items being released, with the price tag actually being fairly low, all things considered. Tonight's box costs 16 Farm Cash, but remember, you won't know which item you'll receive inside until you've already made the purchase.

Here's what you have a chance of receiving:

Backyard Pool
Froggy Pond
Koi Pond
Mirror Lake
Rainbow Bridge
Wildflower Falls

While all of these items are quite lovely, I have to say I'd be disappointed if I didn't receive either the Rainbow Bridge or Wildflower Falls. But alas, that's the point of a Mystery Game: to take a chance and hope for the best, without having a guarantee. Will you join me in taking this risk?

Earn 2 free FarmVille Farm Cash in Cars 2 Promotion

A new cross-promotional activity has launched in FarmVille this evening, with Zynga pairing with Disney / Pixar to promote Cars 2. This promotion can be found underneath the FarmVille gameplay area, and will load in a new window as usual. The activity itself can be completed by simply watching the Cars 2 trailer and then answering questions about what you saw. These are trivia questions, with right and wrong answers, but it doesn't appear that these wrong answers will actually remove your ability to earn Farm Cash.

Once the trailer is over, make sure to lookout for the "You've earned your Farm Cash" phrase in the top right corner of the activity window, as more content is available for you after (like looking up showtimes and theaters for Cars 2) and you don't have to interact with any of it if you just wanted to grab your Farm Cash and run. Either way, make sure to complete these Farm Cash activity as soon as you spot it, as it likely won't be available for long, and you won't want to miss your chance at free Farm Cash!

Thứ Năm, 22 tháng 12, 2011

Diner Dash serves its last dish on Facebook Aug. 29 due to poor traffic

It's always sad to see a Facebook game go, but it's even sadder when it is attached to a beloved (and lucrative) franchise. Diner Dash has found success on handhelds like the Nintendo DS, PCs and even the Xbox 360, but not on Facebook. PlayFirst, the game's developer, has announced that it will shut Diner Dash down on Aug. 29, because the game "is no longer performing at a level that can be supported," according to a statement posted on the PlayFirst blog.

The game, which launched just in January of this year, reached an all-time high of 2.5 million monthly players, though players have fallen off considerably, leaving it at just over 1.2 million monthly players right now, according to AppData. What's worse is only a small fraction of those--just over 90 thousand--are playing daily. In other words, it's simply not worth it to keep the game running for PlayFirst, which strikes us as a mixture of odd and heartbreaking.

We enjoyed the game when it first released, though we had our doubts of whether the game could rise to the challenge giants like CityVille have presented to Facebook game latecomers. Unfortunately, like many before it, Diner Dash couldn't hang. However, PlayFirst is offering the PC and Mac OS versions of its hit time-management game--a genre I thought would do extremely well on Facebook considering--for half off the original price until Sept. 1 for those who use the promo code "dinerdash50." You lose a game, you get one for 50 percent off ... at least we didn't come away with nothing.

[Via Inside Social Games]

Were you a fan of Diner Dash on Facebook? Why do you think the game did so poorly on Facebook? Will you continue to play the games elsewhere?

Cafe World School Lunch Catering Order: Everything you need to know

With August quickly approaching, that can only mean one thing! School is almost back in session, and to help everyone get into the mood, Zynga has launched the "Cater a School Lunch" Catering Order in Cafe World, rewarding you with a new recipe - Fish Sticks - if you complete it fast enough.

This order has five tasks required of you, three of which deal with cooking. You'll need to serve Fiery Fish Tacos (a two-hour dish) 225 times, Corndogs (a one-hour dish) 55 times, and Tony's Classic Pizza (a five-hour dish) 50 times. Surprisingly enough, all of these dishes have relatively short cooking times, especially when compared to other Catering Orders, which normally contain at least one dish that takes more than a day to cook.

On top of these three dishes, you'll also need to collect two items in bulk: 14 Apron and 16 Hair Nets (what's a self-respecting cafeteria chef without their hair net?!). If you can finish all five of these tasks within a three day period, you'll receive the three star rating and prizes galore: 10 Catering Points, 3,500 Cafe Points, 75,000 coins and the Fish Sticks recipe. Honestly, this is one of the easier Catering Orders to complete, especially if you ask for help from the 13 friends you can share your progress with on this one.

If, for whatever reason, you can't finish in under three days, but you still complete this order in under five, you'll receive just two stars, 6 Catering Points, 2,500 Cafe Points and 50,000 coins. Finally, finishing this order at any point after the first five days rewards you with a single star, 3 Catering Points, 1,500 Cafe Points and 30,000 coins. Make sure to keep track of your time remaining if you're a recipe collector, chefs; you'll only receive the Fish Sticks recipe for finishing within the three star time frame.

For everything we can complain about in Cafe World, I'll gladly take a break from the hectic goals and building projects for this relatively easy catering order (all things considered). Won't you join me?

Will you complete the School Lunch catering order in Cafe World? Do you find it easier than other catering orders, or is it about the same?

CityVille Weather Station offers a big boost to your town's maximum population

Do your city limits in CityVille feel like they're closing in way too fast? Do you need to add more citizens to your town's maximum population, but don't want to spend time building one of every community building available? If so, you'll be happy to know that a single building, released today, will likely offer you enough of a maximum population boost to last you for quite some time.

The Weather Station can be purchased from the game's store for 70,000 coins, so long as you are above level 48. From there, you'll have the task of whacking the base 13 times (and using just as much valuable energy) to finish its frame. While the Weather Station offers 1,400 citizens to your maximum allowed population, your stat won't rise immediately, as there's still work to be done to finish the building off. Specifically, you'll need to collect a set of building materials, some of which are new to this building (that is, they're themed appropriately).

Altogether, you'll need to collect eight each of Thermometers, Building Grants, Weather Balloons, Barometers and City Seals. You can earn these items either by purchasing them individually for City Cash, or by asking your friends to send you each item as you'd expect.

For its average size, the Weather Station packs quite a punch, but is also unlikely to break your bank account, which is definitely a good thing. I started right away on building one in my city - will you do the same?

What do you think of this Weather Station? Will you build one in your town, or do you like the more fun and whimsical community buildings, rather than something so modern or scientific?

FarmVille Bug Report: French Unicorn goes missing after completing Mystery Game

As we told you just last night, this week's FarmVille Mystery Game brings about a new element to the feature, as we're given a chance to earn a seventh prize, for free, if we can earn all six of the game's "regular" prizes in a single week. This week, the game itself contains French-themed animals, and the final prize for earning all six is a free French Unicorn. At least, that's how this works in theory.

In practice, this feature is apparently bugged, as users have begun reporting that after spending all of the Farm Cash necessary to win the Mystery Game's six animals, the French Unicorn is then nowhere to be found. For now, Zynga has labeled the issue as "known" but doesn't offer any work-around other than contacting Zynga Customer Support if you're one of the unlucky players to lose your French Unicorn after investing so much to receive it. It's likely that they'll be able to manually generate a French Unicorn in your Gift Box for you, so don't count that option out.

That all being said, right now we're all just left to sit tight until this issue can be resolved, hopefully with plenty of time left to spare to play the game. We haven't been told if contacting Zynga Customer Support is actually mandatory, so if you don't feel like bugging them (or have had rocky experiences in the past), I suppose you could hold out until the issue has been fixed and see if the game recognizes to give you a French Unicorn anyway. Whether or not you want to take that risk, though, will be up to you.

Did you receive your French Unicorn as promised for earning the six other animals, or are you waiting for Zynga to resolve this issue before you even play? Was Customer Support able to resolve your missing French Unicorn problem?

Sony PS Vita may not be the 'social gaming revolution' we were hoping for

As more details come to light about Sony's upcoming PlayStation Vita handheld gaming system, our hopes of a (as Sony put it) "Social Gaming Revolution" are fading fast. EuroGamer has gathered new details about the console's online capabilities, but honestly, there's nothing truly revolutionary here.

First, there's the feature called Near, which is comparable to the Nintendo's 3DS StreetPass, with a gifting system built in. It tracks your location, and allows you to learn a bit about the Vita owners that are nearby you (what games they've played recently, for one). You can leave gifts in the locations you visit each day, and as other Vita owners visit those same locations, they may be able to pick up said gifts and use them in-game. While it's a novel concept, let's not forget that check-in applications like Gowalla have had item drop-and-pick-up features for quite some time. Besides, the entire virality of Near is dependent on having people within your geographical area that have purchased a Vita, so if you live in a rural neighborhood, your interactions will likely be limited.

Another feature is called Party, and it will allow you to talk with up to three of your friends in a "platform-wide" party, regardless of what you or your friends are doing elsewhere on your Vitas at the time. Again, this is fairly self-explanatory, as Xbox Live's Party Chat and Skype offer two major examples of similar systems.

Finally, there's the LiveArea and Activity trackers, which bring a bit of a Facebook-like setup to the system, as you'll be able to see activities listed in a sort of feed, including posts for when users unlock trophies or reach new leaderboard rankings, and will allow you to comment on them. LiveArea will also allow developers to interact with users, as they can push through announcements of updated content, or even DLC that has been released, and will track users' locations for as-of-now unannounced location features.

As individual systems, these don't really leave much for us to get excited about in the "revolution" column. Sure, cross-game chatting is great, and the Near gifting system should allow users in very active areas to earn in-game items otherwise unavailable to them, but revolutionary? While these combined packages are likely to please many fans, I'm not so sure the adjective fits. We'll make sure to keep track of how Sony further develops the Vita's online and social capabilities, and we can only hope it has more hiding up its sleeve.

Are you excited for the PlayStation Vita? Are you hoping that more social features are added to the system before it launches, or is this a nice round-up of features as-is?

Q-Games bringing PixelJunk Monsters to social networks this year

At this year's Casual Connect in Seattle, Q-Games revealed some exciting news for fans of the PixelJunk series - their popular tower defense title PixelJunk Monsters will be receiving the social treatment later this year. While a specific social network for release wasn't announced, we can only guess that it will at least come to Facebook, and potentially even Google+ Games (depending on its release).

As reported by Gamasutra, this social (and more importantly free-to-play) version of the PSN title will hold onto the established tower defense gameplay found in the original (you'll need to place towers, containing weapons, in order to defeat all of the enemies before they can take over your base), but will include some changes for the social space. First, enemies will now move down a single set path. You'll also be able to plant seeds to create towers in new locations. The level map will be grid-based inside of linear, and you'll be able to unlock additional stages and map locations by collecting and using shovels. What does all of this mean? Without knowing any additional details, it at least sounds like things are going to be made a bit more casual, in that players that aren't as experienced with tower defense games will still be able to defend themselves as they'll know exactly where the enemies will walk over time, as the path is clearly marked.

In terms of social features, you'll still be able to climb leaderboards against your friends based on your high scores, but any other social features weren't announced at the time (unfortunately). We were given one small idea to think about though - while there was no confirmation that co-op gameplay would be available (as in the PSN version of the game), Q-Games also hasn't denied it, as of this writing. I'll leave that one in the category of cautious optimism, if you don't mind. Score!

Would you like to play PixelJunk Monsters (or any other PixelJunk game) on Facebook? What sorts of social features would you like to see added to a tower defense game on the platform? If PixelJunk Monsters didn't launch on Facebook, but did on Google+ Games, would you make the jump to play it there?

Thứ Sáu, 16 tháng 12, 2011

Cafe World High Tea Party Catering Order: Everything you need to know

Last week, we brought you a rundown of the British section of festivities taking place in Cafe World as part of the game's two-year-anniversary event. At the time, something was always missing from that equation (the catering order), but now, the Catering Order has officially been launched. Are you ready for high tea?

The High Tea Party catering order has a three day time limit, and isn't exactly easy. You'll be required to serve Yorkshire Pudding 500 times, Shepherd's Pie 30 times and Bangers and Mash 120 times. Do those recipes look familiar? They should, as they're part of the prize list that can be earned by completing the Winston's Royals goals in the game. However, you'll need to complete these goals multiple times to unlock all of the prizes associated with this event, so I can only imagine just how few chefs actually have all three of these dishes available to cook/serve. Luckily, you can bring 18 of your friends in on this order with you, so hopefully a few of them can take care of most of (if not all of) the cooking for you. Just remember to say thank you with free gifts!

On top of all of this, you'll need to collect 12 Fancy Hats and 12 Food Trays by sending out individual request to friends. If you can complete all of these tasks in under three days' time, you'll receive the three-star rating, 12 Catering Points, 3,200 Cafe Points, 70,000 coins and the 2-Year Anniversary cake recipe.

Unfortunately, you must finish in under three days in order to walk away with this new recipe. If you can't manage to do that, but still finish within five days (I have to admit that still sounds like it would be hard), you'll receive two stars, 8 Catering Points, 2,300 Cafe Points and 50,000 coins. Finally, if you finish at any point after the fifth day, you'll receive just a single star, 4 Catering Points, 1,400 Cafe Points and 30,000 coins.

As an extra bonus (since this catering order goes along with the two-year-anniversary event), if you can finish with three stars, you'll also walk away with 10,000 free Travel Passes, which are used to enter yourself (automatically) into contests for in-game prizes like stoves, but also real world trips around the world! Good luck to all those who enter, along with all those who tackle this High Tea Party catering order itself.

What do you think of this High Tea Party order? Have you unlocked all three of these dishes in your own cookbook, or are you being forced to rely on your friends to finish this one in time?

FarmVille Lighthouse Cove Come Ashore Goals: Everything you need to know

As part of today's launch of the Lighthouse Cove farm in FarmVille to every farmer that's interested (whether they paid for admittance or not), a new goal series has been launched in the game, allowing even those new players a chance to become acquainted with their new farm, while also earning prizes. There are six goals in this new series, and they're limited edition, being available for the next seven days (or just a week).

Come Ashore!

    Get 3 Piles of Hay
    Harvest 10 Chandler Blueberries
    Improve the Cove to Level 1


You'll need to earn the Piles of Hay by asking your friends to send them to you. As for the Chandler Blueberries, they take eight hours to grow, so even though you're not required to grow very many, that doesn't necessarily mean you'll be done with this one quickly. As for the Lighthouse Cove, you can repair it by collecting Logs, Stones and Steel Beams. For finishing this first goal, you'll receive 100 XP, the Restaurant, a Red Tractor and 2,500 coins. Hopefully you haven't already purchased a Restaurant for your new farm, as this will of course be worthless.

A Beach to Walk on

    Get 6 Supply Boxes
    Harvest 45 Darrow Blueberries
    Place the Restaurant


Hopefully, if you are one of those users that placed the Restaurant before receiving these goals, it will automatically detect that it's present on your farm and complete this task for you. As for the Supply Boxes - you guessed it - just have your friends send you some. Darrow Blueberries, meanwhile, take just four hours to grow. Finish this goal and you'll receive 200 XP, a Sailor Cow (a cow in an adorable little sailor's hat and "tie"), a Yellow Seeder and 2,500 coins.

A Quick Tour

    Harvest Lighthouse Cove
    Complete 1 Wildlife Habitat
    Make the Creamed Corn Recipe 1 Time


The Creamed Corn recipe is made inside the Restaurant, and it requires three Butter & Sugar Corn, three Tarragon and one Pepper Bushels. The Butter & Sugar Corn and Tarragon crops are new to the Lighthouse Cove farm, while you might already have some Pepper bushels on hand from your other farms. As for the Wildlife Habitat, you're given the frame of one for free when landing in the cove, and can then complete it by gathering Fence Posts, Shrubs and Grazing Grasses. Check out our complete guide to the Wildlife Habitat right here. Once you finish this third goal, you'll receive 300 XP, a White Cedar Tree, a Blue Harvester and 2,500 coins.

After finishing these first three goals, you will have walked away with a complete farm vehicle set (save for the Combine) that will allow you to complete all of the farming tasks required on your new farm. Of course, you can always purchase a Combine Chassis from the store for that three-in-one farming convenience, but at least you'll have these vehicles to rely on while you're waiting for the Vehicle Parts to pour in.

Check out the rest of our FarmVille Cheats & Tips right here.

What do you think of these Lighthouse Cove goals? How far have you made it into the trio?

DC Universe Online: Pound on bad guys for free starting next month

If you've always wanted to try out Sony Online Entertainment's DC Universe online (on either PS3 or PC), but didn't want to pay actual money to do so, you'll be happy to know that you'll soon be able to access "the entire game" for free starting next month. As reported by PCWorld, this switch to a freemium pricing plan will still allow users to purchase premium content, but all of the open world gameplay, missions, game updates and patches will be free.

To be specific, DC Universe Online will have three different levels of access. The first and completely free level, gives players access to create just two characters and join a league with other players. From there, the Premium level of users requires that a player spend at least $5 in real money in the game's store to be given that Premium player status for life. This gives them access to larger inventory space, the ability to create more characters and the ability to trade items with others. Finally, if you still want the subscription plan, you can be a Legendary player, paying around $15 a month for access to even more character and inventory slots, along with access to the game's DLC packages at no additional cost. There are plenty of other differences between the three gameplay levels; head over here to check them out.

DC Universe Online is just the latest of many once entirely paid-sub games to go free-to-play in some form. While the most noteworthy case has arguably been World of Warcraft's free-to-play setup for users up to level 20, this is just another case where social and casual players are given an opportunity to break away from Facebook simulators and jump into the world of true MMOs. While the two worlds are (for the most part) entirely different, a bigger selection is definitely not a bad thing.

Will you try out DC Universe Online when it goes free-to-play next month?

CityVille Rose Garden Goals: Everything you need to know

While summer may quickly be drawing to a close, CityVille hopes to keep the summer fun alive by letting us have a place to grow beautiful flowers. Appropriately enough, this new "building" is called the Rose Garden, and you'll place it in your city when completing the first of four new goals that go along with it.

Garden State

    Place Rose Garden
    Plant a Rose in the Garden


The Rose Garden is a 4x4 structure that works similarly to the Zoo, in that you'll only be able to display three flowers on the outside of the garden, but can actually leave more of them inside. To start, you'll receive a single flower for free (that's right - this one doesn't need to be built at all after placing it in your town): a White Wild Rose. Once you look inside the building, just click on the Plant button and you'll be able to "feature" that rose as one of the three that show up on the outside. Once you finish these two (simple) steps, you'll receive 160 coins as your reward.

A Late Bloomer

    Ask friends for 3 Shovels
    Have 3 Gardens in your City
    Water your Gardens 5 Times


Gardens can be watered once every 18 hours, and yes, you can have more than one in your city. In fact, you'll need to have three before you can finish this goal. Your second and third Rose Gardens would cost 50,000 coins in the store, but luckily, you can also purchase Small Rose Gardens (a smaller version of the regular Rose Garden) for just 8,000 coins. These do count for the completion of this goal. As for the shovels, you'll be able to post a general news item to your wall asking for three. Finishing this goal gives you Sculpted Tree.

It's Showtime!

    Get 10 Rose Bushes
    Have 1 Rose Collection item from the Garden Collection
    Place one Rose Garden Gate in your city


To earn additional bushes, you'll go into your gardens (as seen above) and then click on "Ask for flowers" to ask your friends to send you some bushes. Finishing this goal gives you 32 experience points.

Comin' Up Roses

    Ask friends for 4 Vases
    Have 7 Roses Planted in your Gardens
    Have an upgraded Flower Kiosk


As it looks like each garden can only display three flowers, you'll need to have flowers in at least three Gardens to reach seven. As for updating your Flower Kiosk, you can find our guide for doing just that right here. Finishing this final goal gives you a Roses Fountain.

We'll make sure to let you know if other kinds of gardens are made available in the build menu in the future, but for now - have fun growing and displaying all of those roses!

Check out the rest of our CityVille Cheats & Tips right here.

What do you think of the Rose Garden feature in CityVille? What do you think of these goals?

Zynga gives free rides to FarmVille Lighthouse Cove starting today

Oh, you patient ones. Now is finally the time to see if waiting in the freebie line was worth it. For those FarmVille players that declined to fork up 55 Farm Cash ($10 USD, to be exact), the Lighthouse Cove expansion will be available to all starting today. We assume, as with all changes or major releases by Zynga, that this release will be a slow roll-out.

Just like players did early last week, they will hop on a sail boat to a New England-esque coastal farming village. Unfortunately, the area has been ravaged by a brutal storm, and Brenda--the town's resident widow--has enlisted you to help restore it. You'll slowly level up your Lighthouse by repairing the lighthouse, dock and more through quests.

However, free players will not receive the exclusive quests and items given to those who put up the dough. Regardless there looks to be a ton of content here with a larger focus on building a village than simply farming crops. For instance, you'll have fewer plots to farm on that unlock over time in Lighthouse Cove, though those crops yield far more coins, XP and Mastery.

In addition to farming, you can harvest the Cove once its restored for ingredients to use in Restaurant recipes like clams and lobster for dishes like New England Clam Chowder and Lobster Rolls. Another interesting change with FarmVille LC in comparison to its first expansion, English Countryside, is that all quests will be timed this time around.

Gallery: FarmVille Lighthouse Cove
And that includes the bonus quests, courtesy of Brenda. Because quests were persistent throughout FarmVille EC, it was easy for friends to speed ahead or slip behind one another in their progress. "It was harder for players to work on the same thing in English Countryside," FarmVille GM Nate Etter explains.

FarmVille Sailor CalfDuring an early look of the game, Etter told us that the team was going for "a FarmVille meets Martha's Vineyard style." "Players seem to love water, which was a major source of inspiration for Lighthouse Cove," Etter recalls. "I think we're constantly listening to players, [and] that will govern where FarmVille will go."

So, while you're enjoying the serene orange glow and brisk autumn breeze of Lighthouse Cove (imagination, people), try to think up where you would like to go next, and take it to the Facebook page or forums--they're all ears. As for why the second expansion was released early to players who paid Farm Cash, a Zynga representative told us, "We have so many passionate players, that we wanted to offer them a first look at the game."

Well, patience has its payoffs, my friends. Namely, it saves you money. So, enjoy that peace of mind, and increase that peace in FarmVille's Lighthouse Cove. Good things come to those who (choose to) wait--that's especially because we have a bevy of content to get you through your first several hours in FarmVille LC. Enjoy.

Did you pay to get into the FarmVille Lighthouse Cove Early? What do you think of all the new content so far?

Thứ Tư, 14 tháng 12, 2011

If Zynga's next big 'Ville is 'ForestVille', how will it be any different?

Don't CastleVille and FrontierVille--sorry, Pioneer Trail--already take place in forests? That's about the only question we have, as Fusible discovered recently that Zynga has registered numerous domain names for "ForestVille". The social games giant has registered everything from "Forestville.com" onwards (the real deal belongs to a school district), to "Forestvillegame.com".

According to Fusbile, all of the domain names were registered through Internet brand protection company MarkMonitor, which Zynga regularly uses to acquire domain names. And Fusible points out that Zynga's own "Zynga.com" along with hundreds of other domains representing the company's properties are registered with MarkMonitor. So yeah, this is definitely Zynga.

Zynga has yet to make any announcement regarding such a game, so the company could purely be covering its bases in preparation for a game that doesn't even make it to Facebook. (Ahem, Kingdoms & Quests.) But again, two of Zynga's 'Ville games already revolve around creating communities in the woods, at least indirectly. We can't wait to see how the developer pushes a game centered around just that.

Avast ye, bingo fans! Gamesville's Pirate Cove Bingo sails on Facebook

Not to be confused with a Zynga game, Gamesville is a large web games portal that's been proudly "Wasting your time since 1996". Back in March, Gamesville debuted their first Facebook game, Super Chef Full Boil, as a Facebook exclusive, along with their usual promises of free cash drawings and prizes for players. But during the summer, the game was quietly dropped from Facebook, and now exists solely on Gamesville.

Undaunted, Gamesville unleashed another Facebook game today, a pirate-themed bingo game, with a rum-lovin' pirate announcer in tow, called Pirate Cove Bingo. Unlike Super Chef Full Boil, a puzzler that required Facebook players to register on Gamesville.com to participate in free cash and prize drawings, Pirate Cove Bingo is Facebook player-friendly.

In Pirate Cove Bingo, there's a $25 USD daily sweepstakes drawing. Every player gets unlimited White Cards and 5 Gold Cards per day to play bingo. If you get a bingo while using a Gold Card, the Gold Card becomes submitted as an entry to the day's daily sweepstakes.
Pirate Cove Bingo
However, only players from the United States, United Kingdom, and Canada who are 18 years-old and above are eligible for the sweepstakes. On top of that, Canadians have an extra hurdle where they must "answer a mathematical, time-limited question administered by telephone, mail or email" if they are chosen as winners. (This requirement is likely a quirk of Canadian law, and not the fault of Gamesville, which is based in Waltham, MA.)
Pirate Cove Bingo creators
Like most Facebook games, it's free-to-play, though I suspect Gamesville will eventually allow players to buy more Gold Cards using Facebook Credits. There's already future plans to offer a level and ranking system, new game rooms, and coins later on. The thirty-three seconds between rounds are used to run commercials for the game's sponsors. I've seen one recurring commercial for the Nintendo 3DS so far. As for social elements, there's a chat room and leaderboard of the eleven, most recent sweepstakes winners.

The Oregon Trail mozies on over to Wii for a fine 'n dandy price of $20

Well, I reckon that there's a bargain. The fine fellers at Destructoid found that The Oregon Trail has taken a likin' ta ye olde Nintendo Wii console. (Is that annoying yet? Fine, we'll stop.) The game, developed by DoubleTap Games and published by Red Wagon Games under license by--who else?--The Learning Company, will hit stores on Dec. 9 for the budget price $19.99.

At any rate, color us surprised to find out that the Wii has yet to be touched by the legendary franchise, as it's damned near everywhere at this point. Hell, the game even hit Facebook before it was released on the Wii. Consider us even more shocked to remember that this is The Oregon Trail's 40th anniversary of teaching youngin's everywhere the horrors of dysentery.

This version of The Oregon Trail will be far different from the one recently released by Gameloft for smartphones in that it will feature full 3D graphics. Players will also have the pleasure of driving the wagon themselves across the nearly 3,000 mile expanse of the United States in four different storylines spanning three time periods. (So, how different from the 1840s are we talking, here?)

Players will get to partake in many of the familiar activities featured in previous takes on The Oregon Trail, like fishing, hunting and customizing their wagons. Now, hold on. Forgive us for getting stuck on this, but isn't the time period kind of vital to the historical accuracy of the game? The Oregon Trail was an educational tool, after all--ooh, look: you can play it on 3DS, too!

GREE's mobile social games network to be 'borderless', to hit Q2 2012

Gree representative
And still, we know little about just exactly how the Japanese social game publisher's platform will work. GREE has revealed a sliver of information about its upcoming mobile social games network, namely that it will be "borderless". While company says this means that users will enjoy single sign-on into GREE on their iPhone or Android phone, we hope this means cross-platform play.

The company goes on to say that the platform will feature a global payment solution and a series of "robust out-of-network cross promotional opportunities," which sounds to us a lot like in-game advertisements. The OpenFeint-powered platform will provide developers with rich analytics tools, meaning game makers will be able to read and evaluate your actions within the GREE games you play. (That might sound a bit too much like Big Brother, but Facebook game makers do the exact same thing.)

"This new GREE platform continues to show the commitment we have to building a truly global, free-to-play ecosystem for mobile developers," GREE founder and CEO Yoshikazu Tanaka said in a release. "Our goal is to offer the best social gaming experience to players around the world. GREE worldwide has the largest cross-platform network and this is a step closer to our goal of reaching one billion users."

GREE's mobile social games network will offer games discovery to players as well as all the latest social features. Of course, leaderboards and achievements will be a staple in GREE's offering. However, the company plans to take the mobile social games world by storm in Q2 2012, or as early as April. With DeNA's Mobage network already out of beta testing on Android and Zynga's Project Z on the horizon, that sounds like a lifetime.

Hey, if Angry Birds can do it: Fruit Ninja gets its very own plush toys

Look, if the creator of Angry Birds can put out a cookbook for Pete's sake, then Fruit Ninja can get its own official plush toys. Here's the thing, Halfbrick: Rovio has a cast of adorable characters with which to make plush toys. You have ... an old guy and some fruit--not exactly ready to leap off the shelves. Nevertheless, the Fruit Ninja maker has released two official plush toys.

The first is a plush version of the sensei you see in the game daily (we know it's daily) for $15.99. The second? A watermelon with eyes and a headband that's split in half for $14.99. Wait a second, the watermelon has eyes and a headband! That looks freaking adorable, now take us to where we put the magic numbers in. Now that we're out 15 bucks, it looks like Fruit Ninja has finally "arrived". (You can also buy both in a bundle for $29--some deal, huh?)

Well, we'd take the fact that Halfbrick plans to open a studio dedicated entirely to the Fruit Ninja sequel as evidence of that. But really, we're smelling a trend here: Not only is Rovio in on the plush toys now, but so is Zynga with more FarmVille plush toys than we can afford shake a stick at. And if Fruit Ninja has arrived, where are our customizable Sims plush toys?

The dust finally settles on Zynga, MegaCity maker Vostu's legal battle

This year's proverbial title bout of social game legal disputes has finally come to a close. And walking away from the dust as it settles is Zynga, as Vostu unfortunately limps away in the opposite direction. Hyperbole aside, the two social game makers have settled their multiple disputes in both US and Brazil courts, and sounds like Vostu ended up having to pay. Here's the statement provided to us by both companies:

    Zynga and Vostu have settled the copyright lawsuits and counterclaims against each other in the United States and Brazil. As part of the settlement, Vostu made a monetary payment to Zynga and made some changes to four of its games. The parties are pleased to have settled their disputes and to now put these matters behind them.

Unfortunately, it sounds as if Vostu lost out on this one. As for exactly what changes are to be made to four of Vostu's games, neither company could comment. Our guess is that changes will be made to four of the games involved in Zynga's initial lawsuit (filed way back in June of this year)--MegaCity, PetMania, CafeMania, and Mini Fazenda--to reduce their similarities to their Zynga-made counterparts.
CityVille vs MegaCity
Vostu Poker was also part of Zynga's lawsuit, but it's our guess that this game will be left unchanged, because, well, it's poker. While Zynga seems to have won this war, the company is no stranger to copyright disputes. Just recently, the developer opted to thwart Night Owl Games's attempts at creating either a game or game level called DungeonVille based on use of the 'Ville suffix. But that isn't to say the FarmVille maker hasn't had some issues of its own.

An Angry Birds 'social' game (and three others) is in the works for 2012

So, we're just going to assume that by "social", Rovio game designer Jaako Iisalo means "Facebook". During the Social Games and Virtual Goods World conference in London, England, the Angry Birds designer told Pocket Gamer that four new Angry Birds games will launch next year. More specifically, one of them will be a "social" game.

And, will you look at that, Angry Birds is already on Google+. Granted, there are versions of the iconic everywhere mobile game on Facebook, but none of which seem legitimate. (One even seems to stream the Google Chrome version of Angry Birds through to Facebook.) While this could just as easily mean an Angry Birds game on a mobile platform with heavier social features, the developer has said in the past that the franchise will hit Facebook.

Honestly, how Angry Birds is available on the Intel AppUp store and in retail stores across Europe before officially on Facebook is beyond us. At any rate, we can likely expect these other three Angry Birds games to tap into new genres, since Rovio has expressed interest in exploring new types of games for its irate avian creatures. And just when you started to grow bored of it.

GreenSpace on Facebook wants you to make the (distant) future tidy

Green Space on Facebook
With the way waste management around the globe is going, the Earth probably won't look so hot in a few decades. Canadian social game maker RocketOwl Inc. asks gamers to fast forward a couple hundred years in its new Facebook game GreenSpace. In that time--assuming we've yet to destroy ourselves--our planet will likely be inhabitable if we maintain this track, and it's up to you to reclaim a previously colonized and, of course, dirtied up planet one piece of litter at a time.

GreenSpace has officially exited its open beta period today, and is now available for all to play hopefully bug-free. The game tasks players with managing a colony as they transform it from a heap of trash into a lush, green mountain valley. While GreenSpace's presentation doesn't seem terribly different from games like CityVille, RocketOwl touts the game's animations, artwork and addictive cleaning actions. Fast-paced mini games are also said to play a role in GreenSpace.
GreenSpace in action
"We've been working with players over the past few months to fine-tune the game,"RocketOwl CEO Graeme Barlow said in a statement. "Now that GreenSpace is coming out of beta, the entire team is really excited to see the public reception of the launch. We could not be happier with the final product and hope that you enjoy playing it as much as we've enjoyed putting it together."

GreenSpace strikes us as quite similar to a recent green-themed Facebook game, Guerillapps's Trash Tycoon. Both games revolve around reclaiming a territory from the clutches of clutter, though the latter is attached to real-life organizations looking to do the same in the world around us. Based on the looks of GreenSpace, RocketOwl seems to be dedicated to at least raising awareness of the same issues, but make that call for yourself.


Click here to play GreenSpace on Facebook Now >

Do you think Facebook games are a good place to raise awareness of issues of waste and other "green" concerns? Do you think GreenSpace could do or does a good job of this?

Look, Activision, do you want to make Facebook games or not?

Seriously, it's not a hard question. And yet, the omnipotent games publisher continues to flip-flop on the subject of social games. In October, Activision Blizzard (Call of Duty ring a bell?) CEO Bobby Kotick told Los Angeles Magazine that, while the company is at a point where it's ready to invest in Facebook games, it doesn't expect much to come of it. Here's an excerpt from Kotick's conversation:

    As of October Activision chief executive Bobby Kotick still wasn't ready. "If we can't put a creative foot forward, it's not interesting to us," he told me at the company's headquarters, which is tucked in an office complex on Ocean Park Avenue. In assessing Facebook, Kotick says he's been "trying to figure out what we could do that's different from what's being done. So now that they've gotten a large enough audience and we've done enough analysis of the opportunity, we can commit capital." He adds, however, "We don't have huge expectations."

Um, just curious ... what's the point then? Since then, Kotick spoke with Bloomberg, seeming refreshingly bullish on the prospect of Facebook games. Over the summer--before either interview--the Activision chief admitted that the company was into social games. But shortly after, other executives within the company made points to denounce Facebook gaming. What gives?

Here's the thing: If you're not going to go full bore into the social games space, then you're not going to get anywhere. Just look at EA, for instance. It's cost the company upwards of $2 billion in acquisitions to hit second place on the charts with 56.9 million monthly players, and that's not even close to the industry leader Zynga's 218 million. If Activision doesn't have "huge expectations" of its efforts in Facebook games, why even spend the cash? Hell, the publisher's own former game creators may beat it to the punch.

Facebook Pokémon clone MinoMonsters migrates to iOS for $1

You might remember MinoMonsters, game developer Josh Buckley's take on Pokémon for Facebook. Well, that game was either just a test or a flop for the 17-year-old entrepreneur, as his new studio has re-released the game as an iPhone and iPad app. In this new-and-improved MinoMonsters, players must journey across the Kingdom of Zancardi, capturing and battling creatures called Minos for, well, the sake of battling monsters. Come on, it's not as if Pokémon's plot is rock solid either.

The youngin's new studio is called MinoMonsters Inc., so you can tell the guy's dedicated to the concept, which will cost you $.99 on the App Store. Once purchased, you can start trading blows back and forth in turn-based bouts with opponents' monsters either within the game's story or your friends from anywhere in the world. Just like in Pokémon, players' monsters gain new abilities and will become stronger, which helps players find new monsters and defeat tougher opponents.
MinoMonsters in action
The first thing we noticed with these screens of the game in action are the impressive, seemingly hand-drawn graphics. Seriously, this game looks like an episode of Pokémon--look, the comparisons are inevitable at this point--at least when still. MinoMonsters (the company) promises that you can find players to do battle with in under 30 seconds. The game's primary competition on iOS, Monster Galaxy, doesn't seem to have multiplayer just yet. So, now MinoMonsters is the closest you're going to get a Pokémon game on your iPhone.

Retro World contest: Enter to get your 15 minutes of fame

Still waiting for your 15 minutes of fame? Entertainment Games' new Retro World Photo contest might be your lucky break. Enter and you might win a starring role in this new point-and-click adventure game on Facebook alongside some of Hollywood's most memorable faces, such as Elvis "The Pelvis" Presley, Marilyn Monroe and a much (much) younger rendition of Dick Clark.

retro star contest

To enter the contest, submit a full-body picture of you wearing your best Sixties era getup. Two pictures will be chosen and the winners will star in a new episode of the game. Click here to enter the contest. While you're at it -- give the game a try. Love it or hate it, Retro World certainly offers something a little different than the rest of those 'Ville' games out there.

Chủ Nhật, 11 tháng 12, 2011

FarmVille Mystery Game (10/23/11): Halloween Animals and Decorations up for grabs

It's Sunday night, farmers, which means that the FarmVille Mystery Game has once again cycled out its prizes in favor of seven new goodies that you can win (of course, one is far more expensive than the rest). This week, we see the Halloween theme continue in the Mystery Game, as has been the case for the past few weeks. However, here we see decorations and animals being given equal treatment, so if you're not an animal collector, there might be something here for you after all... if you get lucky.

This week's game costs 16 Farm Cash for a single dart (that's cheaper than the 20 Farm Cash price we often see when animals are available), and when thrown, you'll have a chance to win one of the following:

Dragon Fountain
Haunted Theater
Nightmare Duck
Nightmare Pegasus
Scuba Chicken
Witch House

Remember, if you're going for all six of these items, you'll also receive a special prize "for free" at the end. This week's bonus prize is the the Spooky Carriage, a decorative pumpkin carriage carried by two nightmare horses, but also remember that earning it could be a very Farm Cash-intensive process, depending on your luck.

As usual, this week's Mystery Game will be around for only a week, with next Sunday seeing the items update yet again. I expect that next week's game will also contain Halloween-themed items, but there's no guarantee that we'll see these particular items come around again. Play now while you know you can, and good luck in earning the item(s) that you want most!

Check out the rest of our Halloween coverage right here.

What do you think of this week's Mystery Game prizes? Will you try to win all six? If you do, how many Farm Cash did you end up having to spend to get it done?

Row Sham Bow CEO: 'This isn't just a profession' [Interview]

For Phil Holt (pictured), CEO of Orlando-Fla.-based social game start-up Row Sham Bow, social games have been a part of his professional life for far longer than the nearly seven months since he co-founded the studio. During his second, 5-year stint with EA at its Tiburon studio, also in Orlando, Holt has seen the company adapt to social gaming's effects on the industry at large.

Only little more than six months before Row Sham Bow released its first game, Woodland Heroes, Holt realized that social games are the future of the industry. We sat down with Holt recently to find out what specifically drove him to co-found his own studio, what he hopes Row Sham Bow will change about these games and where Woodland Heroes goes from here.

On the company website it seems that the team disappointed with the state of social games. If that's the case, what is it about the space that has drawn you in?

I think it's a fascinating space. I was trying to describe this to somebody the other day: You have zero barrier to entry on an open platform-anybody can develop for it. You don't have to become a licensed developer, nobody is reviewing your content--approving or not approving it. Literally, if you've got the wherewithal to deploy on the platform you can.

It's measured in hundreds of millions of people, and the technology everyone uses is off-the-shelf. It's widely available. That I think is unique in the history of technology: That a marketplace that is that big, is that wide open and has such a low barrier to entry has never happened before. To me it's like, "Holy crap, that's a massive audience." The innovation in the social space is more focused around how data can drive design decisions.
Woodland Heroes concept art
What is it about social games industry specifically that you hope to change with Row Sham Bow?

We hope that we're going to go into this space and learn very rapidly, and use the trail blazed as way of not repeating a lot of the mistakes. With that said, we feel like the games are more--if you talk to people that play a lot of social games, you listen to the way they describe their experience. They're like, 'Yeah, I'm still playing Game X.' They sort of sheepishly admit the fact that they're playing.

You start digging deeper and it's like, 'Well, I can't really tell you why I'm playing.' And they never use the words like, 'I'm having a blast.' It's more like, 'I just can't stand leaving whatever I'm building alone.' It's a compulsive experience. It's more akin to the people you see in a casino late at night still dropping nickels in the slot machine--it's the psychological compulsion that drives people to play these things rather than, 'I'm playing it, because I'm having a blast.' That pure entertainment and pure fun I think is really lacking in the space, and that's the kind of thing we're trying to bring. At the same, we want to learn from the people who came before us.

Do you think that the Facebook platform is capable of merging compulsion and joy of play?

Absolutely. I can't think of anything that would prevent it. I'm a child of the '70s, and I spent a lot of my youth in the arcades. Those games, from a technology standpoint, are so primitive by comparison to any of the games out there today. Yet they got a few simple things right: The games are instantly learnable--you learn how to play and arcade game with one quarter. [They're] instantly accessible and impossible to master. Brilliant game design.

That's a very rewarding experience. Now, arcade games are based on dexterity. The Facebook platform I don't think is going to reward that type of play mechanic, at least I'm not going to do it. The thing that we try to do is that you need to make decisions in the game, and things need to have consequences. At its base terms, I think is the foundation of creating strategy. And that I think creates a compelling experience.

I think that what you do, as a designer, is create an emotional attachment to the experience--you've got some level of commitment to the game. I think that one of the ultimate challenges in the free-to-play space is there is no financial commitment. So, the design has to create the commitment, and one of the ways to do that is you become emotionally invested in the characters or your progress or the purchases you've made. And if you feel like, if the stakes are high enough, that you're going to lose something like that, then you're going to care.
Gallery: Woodland Heroes on Facebook
What are Row Sham Bow's goals as a studio? Do you hope to take the fight to Zynga and EA, so to speak, or carve out a niche for yourself in the space, and what's your battle plan?

Well, you can never out-Zynga Zynga and out-EA EA. That is a losing strategy. No matter how big you are, I think you have the define your way into the world. We certainly feel like there are some under-served parts of the market. I think it has to do with blending more traditional game mechanics with the data-driven design that's prevalent on the platform. What I think the existing players have done so well is ease-of-use, a good first-time user experience and really ramping people up.

The thing I haven't talked about is that the art in our game--I would put it up against any game on the platform. I think it's stellar, and that used to be a huge motivation for people playing. The reason I loved games like Diablo 2 is because you wanted to see the next character, the next level. That sense of discovery through art is a major play motivation, and again most people have glossed over that.

Where did the team come up with the idea for Woodland Heroes?

When we started the company, many of us had experience in the space, and quite a few of us didn't. We wanted to create an environment that would get us up to speed quickly. So literally the first thing we did was release a game. And if you searched for it, you're not going to find it--it was a rock, paper, scissors game. We just wanted to go through the exercise of start-to-finish. And we learned a lot.

The other thing we did was play like literally everything out there in a very guided way. We sort of broke down the competitive titles. We also had a number of concepts that we had come to the company with. I didn't want us to be the kind of company that sat around and talked about ideas, but I wanted us to react to stuff that we could actually play with. So, we prototyped.

We spent about three week wherein anyone in the company could work on any idea and every few days we would get together and review what we had done. We slowly kind of whittled down to two ideas: Woodland Heroes was one of them, but it was called some different at the time. Woodland Heroes initially started as a space conquest type game. Somebody in the studio said, 'If we want this to be a little more broadly accepted, why not animals instead of space?'

The thing that we liked about it was the battle mechanic. We thought it was a great mechanic that we could build from. We started at the center of the game with what was going to be a fun, core loop that players would be involved in, and we built outward from there.

Woodland Heroes characterI haven't seen many social features in the game, so is there anything particularly compelling about them, as opposed to most social games?

Probably not yet, but today is actually our six-month anniversary. I'm just damn proud of the fact that in six months we were able to start a company, and hire a team. We opened our code editors and literally the first line of code was written six months ago. From zero to game launch in six months I think is pretty cool. So, we've got lots of ideas about what we want to do with social features, visitation and interactions with friends.

Again, we think there's more than just 'go visit your buddy's farm.' We want meaningful interactions that take place between friends, and whether that's cooperative or head-to-head, we've got plenty of ideas. We're going to try some stuff and see how the audience reacts. This is the fun part: Now really a key partner at the table is the audience, so we're going to build a game that the audience is reacting to. Ultimately, the audience is going to determine what the game becomes.

Does the game's strategy gameplay and setting set a precedent for Row Sham Bow, or will the studio pursue different genres and themes in the future?

I think one of the things that really is appealing to all of us is just how much creative freedom we have. Being a start-up, being in a space where you can build a game in six months you can just take a lot more creative risks. I don't think we're going to be bound by any set of genres, settings, character styles or art types. So, we're just going to use the same process that we used to create this game.
Woodland Heroes environment
Can you talk about any future plans for Woodland Heroes, or future Row Sham Bow games?

Right now, we're on a weekly cadence of major content updates. We're trying to push new things to the game every Tuesday. So, we're going to be on that cadence for awhile, continuing to add to the game and responding to the major issues that we see. There's some stuff we want to do around the world map where I think that usability is a little on the low side.

Ultimately, it's going to be where the audience is playing, what the data tells us about the audience and how we think we can best engage them. From the get-go, our focus has been on, 'How do we build a game that we've always wanted to play ourselves?' It's not that we've sat for years thinking, 'Man, it would be great to be a raccoon and fight some bears,' but just make a really fun experience. We're gamers ourselves--this isn't just a profession.

Thanks for taking to time to talk with us, Phil.

[Home Page Image Credit: Orlando Business Journal]

Have you tried Woodland Heroes on Facebook yet? What do you think of Row Sham Bow's strategy and goals, and can the company carve out a niche for itself amongst the mob of social game makers?

Thứ Sáu, 9 tháng 12, 2011

Pocket God players have sacrificed 129,770,223 pygmies on Facebook

To put that into perspective, that's over a third of the population of the United States. Pocket God has welcomed its 1 millionth player, and Canadian social game developer Frima Studio has decided to celebrate by putting together an infographic displaying the game's quirkier milestones. (Though, we're sure the team had a party.) What did you expect from a developer that throws a unicorn that farts destructive rainbows into its game?

Since the game's release around this time last year, one third of all sacrifices in the game ended up with pygmies drowning, while lightning has struck 12,963,796 pygmies. The volcano, however, has only erupted about 3 million times. Considering how fun it is to launch pygmies to their certain, fiery death, we thought that figure would be much larger. At any rate, you people have killed a lot of pygmies.

And the majority of you hail from the good ol' US of A, according to Frima Studio. While the game has opened its realm of pygmy-pulverizing possibilities to 1 million players, Pocket God has just 180,000 monthly players. It strikes us as odd (and infuriating, really), because Frima Studio's take on the hit iOS game is one of the more inventive Facebook games out there. So, to you 20,000 some daily players: Keep on doing what you do, and check out your accomplishments below.

Are you still digging Pocket God a year later? Do you think the game deserves to serve, say, 1 million daily players? Sound off in the comments. 1 Comment
Pocket God Facebook infographic

Sims Medieval for iPhone: Now available for the low price of free

It's time get Medieval, Sims-style, and, today, you can do it for free. The Sims Medieval for iPhone lets you create a virtual hero and then take on a series of medieval era quests, like dueling or... wizardry! The game normally costs $4.99 and until midnight (EST) tonight, you can snag it for free. As in nada, zilch, zip.

This deal is the first of many EA Mobile's new Daily Deals program, which kicks off today through January 2, and iOS and Android games will be offered for free or at a steep discount. Deals change daily and run from 9 a.m. PST 12 p.m. EST, and you can check EA's Daily Deals site, well, daily to see what other deep discounts await.

In addition to this Sims game aimed at renaissance fair regulars, the driving game Shift 2 Unleashed for iPhone and iPad are also free today. Battlefield Bad Company 2 for iPad is 50% off and NBA Jam for iPad is 60% off. It's not a bad way to build your mobile phone gaming library without breaking the bank

Watch your back, Nintendo: GREE doesn't want just a piece of your pie

The Japan-based mobile social games company wants all of it. That's essentially what the company's founder and CEO, Yoshikazu Tanaka, told TechCrunch during its Disrupt event in Tokyo recently. The GREE chief told TechCrunch that most of the company's revenue comes from its Japanese audience, but that it hopes to follow Nintendo's example in creating a massive global audience.

But Tanaka isn't happy with just following Nintendo, he looks to displace the veteran games maker. He told the news outlet that he wouldn't surprised to see GREE's revenue in the West jump to four to five times of what it is in Asian within the next five years. "We definitely feel positive, and our goal is to make sure our brand is just as successful, if not better than Nintendo."

Nintendo is infamous for its unwillingness to enter the mobile games market through iOS or Android. While the company does plan to release an iOS version of its eShop (the downloadable games store on the 3DS), it simply refuses to create games for mobile phones. This is despite numerous studies suggesting otherwise and even investors clamoring for Nintendo games on iPhone.

Nintendo did, however, manage to sell more 3DS consoles in its first eight months on the market than the original DS system sold in one year. Perhaps there's still interest in a handheld device dedicated to gaming, but you could also chalk these immense sales up to the devices' price cut over the summer and a terribly strong Black Friday. Regardless, the mobile gaming world is after Nintendo, which leaves us wondering whether its stern strategy can withstand the onslaught.

Could GREE eventually overtake Nintendo through its mobile social games network? Can Nintendo continue to dominate the mobile gaming space with its current strategy?

Poll: Would you pay a subscription fee to boost your Tetris game?

EA seems to have done the impossible: make Tetris, one of the most iconic, beautifully simple games of all time, better. It's true--at least according to some news outlets, like TouchArcade--but could the publisher have just taken two steps back? The brand new Tetris is available now on the App Store, and despite costing players a buck, EA wants to milk Tetris for all it's worth.

Within the game, players will find the option to subscribe to a service known as "T-Club". For either a silly $2.99 a month or $29.99 a year, players will earn 15 percent more T-Coins to buy power-ups with when they play and gain access to vague "exclusive discounts and content," according to EA. Of course, players can also buy more T-Coins directly for $.99 to $99.99.

This type of money-making scheme is common in free-to-play iPhone and Android games, but for a game that already costs money to download it's a little more bold rare. TouchArcade seems to have a problem with the mere fact that things like "T-Coins" and "leveling up" exist in this take on the classic game.

While that seems a bit "get off my lawn," it's easy to see the point. Our only question is: How could a game as beautifully simple as Tetris benefit from a subscription service? Would even the most hardcore of Tetris fan benefit from such a thing? Well, tell us what you think:

FarmVille Pic of the Day: Annielapierre gets her farm ready for ... Halloween?

Perhaps Annielapierre didn't get the memo that Halloween is long gone. Personally, I'm glad she didn't, because this festive farm design is a beauty that deserves a closer look..

Annielapierre's FarmVille design seems to be a Halloween town of sorts. Roads connect impeccably decorated, spooky houses lined with fences and other items. Creative crop and tree patterns can be found all over the design. Closer inspection reveals that Annielapierre obviously thought through the placement of every single item on this farm. My favorite elements of the design are the spooky clearing in the trees to the south, and the cute Halloween house to the west. Overall, I'm happy Annielapierre chose to share this farm, rather than wait until next year.

What do you think of this better-late-than-never Halloween farm?

If you have an AWESOME FarmVille farm that you want to see featured on Games.com, please email a picture to editors@games.com, Include a few words about the inspiration for your design and maybe a few tips for people who need an assist!

Thứ Tư, 26 tháng 10, 2011

7 Minutes Of Prototype 2′s Improved Ultra-Violence

Next April’s Prototype 2 will refine the violence of the original 2009 Prototype. That was expected. Prototype is a game about being ultra-powerful and letting nothing: not the military, not monsters, not anyone or anything stand in your way.

In the new game we can cause even more chaos, ripping the weapons off military vehicles to use them against our enemies. The game was playable at New York Comic-Con 2011, where I tried it and then asked the people who made it take the controls and explain what’s new and cool about the game. You’ll see two demo areas in the video I shot: a time-based destruction trial and then a chunk of a singleplayer mission in which we must stop a church from being destroyed.

Enjoy, unless you hate video game violence. If you do hate it, go to another Kotaku story. All I’ve got for you here is mayhem.

Phoenix Wright’s Legal Attacks Get The Spotlight In This Ultimate Marvel Vs. Capcom 3 Trailer

If watching Seth Killian play with Phoenix Wright in my previous post didn’t communicate how wacky the counsellor is in the crossover fighting game, then take a look at the trailer shown at New York Comic-Con on Saturday.

You’ll see the reactions of attendees at the Ultimate Marvel vs. Capcom 3 panel to Phoenix’s antics and that, combined with the surprisingly intricate structure of his moveset, might make him a secret weapon when the game hits this later this year.

NYCC 2011 Day 4 Cosplay With Dead Space Kid

The star of our latest batch of cosplay shots is a 12-year-old Dead Space fan who started making his costume earlier this year when his aunt agreed to take him to Comic-Con. He’s got a head lamp on under his helmet to make his visor glow. And he’s got our admiration for making one of the coolest costumes of the show.

Thứ Ba, 25 tháng 10, 2011

Surely The First Console Teenage Mutant Ninja Turtles Game Wasn’t This Bad

Dorkly’s rewritten the theme song to Konami’s 1989 Teenage Mutant Ninja Turtles game for the NES to reflect the overall quality of the title. Oh come on, it wasn’t that bad, was it?

This was the first game I bought (or had my parents buy) based solely on the licensed property represented, and if I remember correctly I was indeed punished for it. I can’t recall exactly how many hours I wasted driving around town, getting strangled by kelp, or having to resort to Raphael and his lousy sai as a last resort, but back then it felt like days. The game was incredibly difficult, but back then I didn’t care; as long as I was a turtle, I was happy.

Maybe if I went back and played it today I’d change my tune, and it would sound something like this. That’s why I avoid doing such things.

New Life+: If Life Were A Game, How Would You Replay It?

You’re lying on your deathbed. Family members of the closest kind test the capacity limit of the hospital room, and finish off what was left of the tissue boxes. The nurse’s shoes squeak on the tile floor from the many fallen teardrops. She checks your monitors one last time. A warm hand clasps yours; you squeeze back.

“How are you doing?” whispers a familiar voice, perhaps a son or daughter.

You ponder this question between irregular breaths. Well, you’re not great-any imbecile could see that. But now isn’t the time for smartass remarks. You think about the question once more. It’s been an interesting life, hasn’t it? You’d love to harbor not a single regret, but you’d only be fooling yourself. There were different paths you wish you would have taken; people you wish you hadn’t hurt. There were moments you’d like to forget and others you’d do anything to relive.

But none of it matters now, you think. All in all, it was quite the adventure.

You close your eyes for the last time. After a few moments of blackness, you open your eyes and find yourself back in a hospital room, gazing up at your mother’s smiling face.

Congratulations! You’ve unlocked your life’s Second Playthrough.

Thứ Hai, 24 tháng 10, 2011

This Secret Of Mana Rap Will Make You Wistful

There’s nothing like old-school JRPGs to make you nostalgic, and this rap about the plucky lads from Potos tuugsa at the old heartstrings. But, what this really needs is a video. Can’t be too hard to mock up SNES-era graphics along with this track, right?

Uncharted 3 Fortune Hunters’ Club Is Your Ticket To Discounted DLC

Eschewing the generic Season Pass label many games are using to package together downloadable content, Sony and Naughty Dog opt for the much classier Fortune Hunters’ Club to give Uncharted 3 fans a discounted price on upcoming DLC.

Available now for preorder on the PlayStation Store and at select video game retailers, the Uncharted 3 Fortune Hunters’ Club allows players to drop $US24.99 on more than $US45 worth of downloadable Drake goodness. Drop the cash entitles the player to the first four multiplayer map packs and the first three skin packs, the first of which is due out next month following the game’s November 1 release. Players will also score an exclusive Fortune Hunters’ Club theme, and will be alerted to new DLC releases via messages on the PlayStation 3′s XMB.

That, and they’ll be in a club! Who doesn’t enjoy being in a club?

Lessons Learned With A New York Comic-Con Press Badge

Thursday
Because today is mostly press, there is no cosplay parade to follow on the way to the Javits. I’m very lucky to not get lost.

The press lounge is exactly like a panel room but with less people, all of whom are Very Important, and more cardboard coasters for our Very Important Drinks. Sidebar: No drinks were actually served.

At the “press and pros” only panels, all of which are about libraries integrating video games into their collections and programming, I learn that somewhere there is a library that uses their computers to host a Minecraft server. Note to self–find that library.

The show floor hasn’t opened yet, which leaves me to wander the lobby and talk to cosplayers. I meet Goku and Kairi (seperate occasions) and sign up for a 5 Gum Newsletter. That’s OK, because Goku has cool hair, and the newsletter entitles me to free gum and a t-shirt. I try using my press badge to get into the show floor early, but no dice.

I have an interview with Michael Grant, who wrote the Animorphs series among other teen/young adult fiction. We talk about his new book, BZRK, which already has a huge online community consisting of a bunch of websites, even though the book doesn’t come out until February. The book is about micro-biological war. Michael tells me there are two and a half pounds of bacteria on a person at any given time. There is even some in our eyelashes.

I skip the after-parties I’ve been getting emails about for weeks, and head home to vigorously wash my eyelashes.

Friday
The first “press event” that I get to attend is the Robot Chicken press hour, where Matt Senrich (executive producer and sometimes writer) talks to a crowd of press people about how much he hates talking to crowds. I’m waiting for someone to figure out I’m just an intern and swiftly kick me out of the room; but even after asking a question directly to Matt, I’m not being escorted out!

After the panel, I introduce myself as “Jen Schiller — entertainment journalist with Kotaku” and tentatively hand both Matt and the PR guy from Adult Swim my incredibly just-printed-out-two-nights-ago business card.

After asserting myself that first time, the second, third, and fifteenth times only got easier as the weekend went on.

As it turns out, a little confidence takes me a long way.

My press badge on its own, however, won’t take me very far. The Robot Chicken panel follows the press hour and the line is already a couple hundred people long. I go right to the front, hold up my badge and flash a smile. All I get from security is a stern “No special privileges for press. Back of the line.”

Can’t knock me for trying.

Saturday

Today I have a meeting with Square Enix, and I’m supposed to have an interview with Sohmer — the writer of the webcomics Least I Could Do, Looking For Group, and Gutters. However, the convention centre is packed, and even with my badge I get hurded into a huge line that literally wraps around the entire building.

Half an hour later, when I find Sohmer for the second time (I met him first Thursday night, just to say hello and give him some red bull…) his table is swamped, just like the rest of the packed show floor. We reschedule for Sunday, and he declares me his “best friend”. The title doesn’t come with a pay raise.

At the Square Enix booth, I get to play Heroes of Ruin which I have been looking forward to for forever. Unlike previous gameplay previews as one of a billion people on a slow-moving, sweaty line, I had a half hour booked to play and talk to a booth rep. I got to enjoy the early gameplay, instead of feeling like I was holding the whole line up. Plus, I had prepared for the meeting with a handful of questions ready to ask, so I didn’t stand there with my jaw hanging open at the end of the preview.

I’m supposed to play FFXIII-2 next, but the overcrowding mixed with a missing booth rep means I’ll have to reschedule. When I assure the PR girl that that’s more than fine, she sighs with relief. In fact, every PR person I’ve talked to has been relieved to hear that I’m available all four days. I can see why this might be an exception rather than a rule–I’m already wiped.

I can imagine why journalists don’t attend all four days, considering even after I’m home there’s work to do–making sure my camera is cleared off for the next day, working on articles to assure I’m not doing everything in one clump at the end of the con, and going over my interviews and meetings for the next day. A journalists work is never done.

Sunday
I sleep in, but not by much. The show floor closes at five today and I’ve still got an interview and a game preview, and that’s in addition to the last minute presents I want to pick up.

At 2pm I finally get to play XIII-2 and honestly I can’t wait for the game, but you can read all about that in Evan’s review. The PR girl thanks me again for being so flexible. Saturday was more crowded than either of us could believe.

I head back over to Sohmer’s booth — at this point it kind of does feel like we’re old friends. I’m surprised by how casual our conversations are, and all of my conversations with everyone have been. I conduct the interview right at the Blind Ferret booth as the steady stream of fans haven’t given up. We talk comics, we talk Archer, and we talk dream Superhero teams. We chat about all sorts of things until I run out of questions and the show floor is about to close again, this time for the whole weekend.

My little press badge was a magical anomaly this weekend–both everything and nothing about NYCC seemed to change with a green bar instead of a red one on my weekend pass. I felt like time not used with my camera or my notebook out was time wasted, but I also sat back and watched things happen to see where the crowds gathered, the cheers soared, and the breaking news was unfolding. And yet, I skipped the Avengers panel, knowing that getting in would mean at least two hours waiting in line, and time was my most precious resource.

Okay, so time was my second most precious after confidence–I had to get used to saying I was a journalist and freelance writer, and started handing out business cards without apologising for the amateurish design quality. It’s the same thing writing teachers have been telling me for years–no one is going to come with a magic wand and declare me a writer if I don’t declare it myself.

Thứ Bảy, 22 tháng 10, 2011

DEATH BY GAMES

After watching the heavy rain style GTA episode made by Ezequiel Guerisoli, it got me wondering. Could the gaming industry kill the blockbuster movie industry??

Come next generation and generations after, graphics are gonna be truly "photo realistic" with modder's like Ezequiel being as dedicated as they are, theres gonna be plenty more of these episodes in the years to come. Which in turn could lead to companies not wanting to spend millions to create a movie when people are making movies with any protagonist, backdrop and stunts they like for a fraction of the price.

So the question that needs to be answered is would they be a market for this kind of movie??

My answer is yes, Ezequiel could of so easily added S-3D to this project, meaning people who own 3dtv's would of downloaded it, and with it having familiar graphics and setting i'm pretty sure a lot of gamers would do 2.
We all know that CGI sells just look at what's avaible at the moment and how well it actually does.

All it will take for this kind of stuff to hit mainstream is, better graphics and a strong enough plot to justify sitting through a 2 hour
film.