Posts with tag downloadable
by Zack Stern Apr 15th 2008 8:00AM
Filed under: Mac, PC, Nintendo Wii, Adventure, Puzzle, Casual, Galleries

Cute graphics and sounds:
Check. Clever puzzle mechanic:
Check. Irresistible gameplay:
Check.
World of Goo hits the required bullet points to be an
indie game darling. And comfortable Wii Remote controls make it a perfect fit to be in Nintendo's WiiWare lineup.
Players build simple structures by pointing and dragging living, bouncing goo balls. These spherical wonders extend a few arms to their closest neighbors, becoming rigid when the Remote button is released. Gamers have to figure out how to build bridges, towers, and other structures without toppling them over, all while trying to use as few balls as possible. In the end, they're trying to lead the remaining balls to a mysterious pipe that sucks them away at the end of the level.
I tried the action-puzzler at the Nintendo Media Summit and am anticipating its release sometime this year. (Developer 2D Boy says its work will be complete in the Summer, and Nintendo will schedule the release after that.)
World of Goo felt great and could be poised to be an indie game that crosses over into commercial success.
Continue reading Joystiq hands-on: World of Goo (WiiWare)
by Kyle Orland Mar 25th 2008 10:56AM
Filed under: Nintendo Wii, Online
The day you've been waiting for is here -- if you're a Japanese Wii owner with a hankering for downloadable games, that is. Yes, Nintendo's game download service WiiWare has finally
launched in Japan and, with the help of
our friends over at Wii Fanboy, we've rounded up a bunch of information on the roll out from around the web, including:
We're also following news about the service's implementation of downloadable content, which has shown up
in three games so far. Look for more on that in a bit.
by Jason Dobson Dec 6th 2007 9:45AM
Filed under: Business
Crazy rich card game, role-playing, and now
social networking company Wizards of the Coast has announced that it is venturing into the downloadable games space with a partnership with UK developer Stainless Games. Both parties remain tight lipped as to the nature of the project, though Stainless CEO Patrick Buckland teases us by calling the game "one of the most treasured IP's in the games field."
While we wait for more information to come in early 2008, it's anyone's guess what will come of this digital love in, especially given Stainless Games' eclectic development history. The studio's recent efforts have been focused on recreating Atari classics for XBLA, though its roots are much less tame, having been responsible for the "racing game for the chemically imbalanced,"
Carmageddon, as well as its road stained sequel.
by Zack Stern Oct 31st 2007 7:04AM
Filed under: Culture, Mac, PC, Action, Adventure, First Person Shooters, Online, Puzzle, RPGs, Strategy, Business, Casual, Galleries

Do gamers need yet another platform?
GarageGames hopes so. The company's latest project, the
InstantAction "platform" -- that word was specifically used -- sits inside a web browser, creating a new environment for gaming. And unlike Flash's 2D limit, InstantAction will support a variety of developer-driven technologies and engines, scaling up to first-person-shooters that even utilize video hardware acceleration. (GarageGames had its hand in the
Tribes games after all.)
Like other browser plugins, InstantAction has cross-platform intentions. It's first launching for PCs in early 2008, Mac support will be coming as soon as possible, and a Linux version is under consideration. Gamers will be able to download several titles at launch with pricing to be determined. (Free content may be an option, while paid titles could follow subscription models, multi-game package sales, or single purchases.)
We recently explored an in-development version of InstantAction to wrap our heads around the platform-in-a-browser concept. The execution impressed us, but we're still unsure if InstantAction attempts to solve a problem nobody has. Will 3D and developer-driven environments be enough to displace Flash, as GarageGames hopes?
Continue reading Joystiq impressions: InstantAction (PC)
by Alexander Sliwinski Oct 19th 2007 1:15PM
Filed under: Microsoft Xbox 360
Capcom announced ballpark dates and prices to go with some of the downloadable titles they plan to offer on Xbox Live Arcade, PSN and PC in the next half-year. The details were given in London, so to ere on the side of caution, we're going to call these Euro details until further notice -- we doubt that's the truth, but a little caution never hurts. The games are:
Capcom also said that (seriously these long titles need to stop)
Super Puzzle Fighter II Turbo HD Remix on PS3 will be available on PSN "soon" and "global headset support" will launch with the European version. Now if we could just
get a better video of
SSFIITHDR we might understand what's taking so long for the prettified update.
by Kyle Orland Jun 18th 2007 4:20PM
Filed under: Sony PlayStation 3, Microsoft Xbox 360, Simulations, Business

A telling exchange during last week's
Take Two earnings conference call may have revealed a sizable price tag for the Xbox 360's
exclusive rights to
Grand Theft Auto IV downloadable content. During the call, Pacific Crest Securities Analyst Evan Wilson inquired about a $25 million "deferred revenue chunk associated with the episodic content on Xbox 360." Take Two CFO Lainie Goldstein responded that the money was for "the first episodic content package that's supposed to go out ... in March of '08" and that another $25 million was being deferred for the second content pack, to be released later in fiscal '08.
Many news outlets are reporting that this revenue came from Microsoft to secure exclusive rights to these content packs, but this is not explicitly confirmed in the conference call or any other sources we could find. Take Two spokesperson Meg Maise would not comment on the matter, telling Joystiq the financial arrangements for the downloadable content were confidential.
Still, it seems highly likely that the money came from Microsoft. Deferred revenue is often used to account for money paid before a product is delivered, and Take Two deferring Microsoft's payment for downloadable content would be a
prototypical example of the practice. It's hard to imagine where else Take Two would derive such sizable revenue before the product was released.
So was this a good move for Microsoft? Downloadable content is definitely a selling points for the Xbox 360 version of the game, but $50 million is a lot of money to pay just to get some additional content. If you're prepared to throw your money around, why not go all the way and secure the entire franchise as a system exclusive?
[Via
NeoGAF]
by John Bardinelli Jun 6th 2007 10:15AM
Filed under: Business, Casual
Former Human Head CEO and chairman Timothy Gerritsen
left the house that built Prey in November of last year to graze in greener, more independent pastures. Today his new game development studio Big Rooster has been formally announced, plunking Gerritsen in the growing list of
game development folk striking out on their own.
Big Rooster will focus on developing original titles with an emphasis on "combining depth of design with top quality visual and audio game content". Digital distribution will be a major part of the plan and the studio has already begun work on its first game,
Talisman, due at the end of the year.
by John Bardinelli May 25th 2007 12:28PM
Filed under: PC, First Person Shooters, Online, Business

Despite the rise of
micro-transactions and pay-per-download content in the PC and console worlds, Valve recently announce it has no intention of charging for downloadables in games such as
Counter-Strike and
Team Fortress 2. Designer Robin Walker explains their logic that gives Valve a big gold star in our book: "You buy the product, you get the content ... We make more money because more people buy it, not because we try and nickel-and-dime the same customers."
Micro-transactions were innocent at first, but when we had to pay for horse armor in
Oblivion and tutorials in
Madden,
the line had to be drawn. Kudos to Valve for a step in the "don't make the customers angry" (i.e. "right") direction.
by Kevin Kelly May 17th 2007 3:01AM
Filed under: Arcade, Sony PlayStation 3, Action, Online, Casual, Galleries
Click for a painfully larger version.
On Wednesday Sony revealed a new
PlayStation Network downloadable game called
Pain. After listening to all the "Ooooooooh" "Ouch!" "Dang" and "Man, that had to hurt" statements from bystanders watching the demo, the name seemed very appropriate. It's about what you'd expect from a game that cites
Jackass as a major inspiration and rewards you for shots to the crotch.
Basically, it's a simple approach that combines
Havok physics with a big human-sized slingshot. You load up your player and launch him into a situation that causes the most pain, whether it be slamming into a moving car, hitting a propane tank (that promptly explodes, natch) or crashing through plate-glass windows. You can interact with the environment in a ton of different ways and in multiple (and curiously named) gameplay modes such as HORSE, Spank the Monkey, and Mime Toss.
The game will also feature user-generated content (there's no escaping
Game 3.0!) in the form of game replays that you can upload to the web, and possibly to YouTube, all directly from your console. They haven't announced a price point yet, but the developers told us it would be "reasonable." This title was a surprise hit at the Sony Gamers Day, so look for our hands-on with it soon.
Continue reading PlayStation 3 becomes a source of Pain
by James Ransom-Wiley Apr 25th 2007 7:27PM
Filed under: Sony PlayStation 3, Sony PSP, Retro, Online

You know how Nintendo's
Virtual Console Monday has become like this totally reliable weekly retro-release date? Well, apparently Sony's keen on catching up. Tomorrow, the Japanese division will release a
PS1 title for every week PlayStation 3's been on the market, and then some; 25 games in all. While the list is cluttered with oldies you've never heard of --
Marl Oukoku no Ningyou Hime,
Yaku Tsu Noroi no Game, etc. -- the massive outpouring is perhaps a sign that Sony's ready to settle into an
e-Distribution rhythm. (Hopefully one not marked by random bursts of content.)
It's possible that Sony sat on this stockpile in anticipation of PS3's
firmware 1.7, which unlocks the system's "virtual console." But then, only 11 of the releases are actually compatible with
PS3. Seemingly odd, until you consider that maybe Sony really has locked these downloads away for tomorrow's discharge; that is, perhaps the 14 games only playable on PSP are of the old, profoundly incompatible sort that will be
straightened out by May. One thing's certain, working on PS3 or not, all 'Game Archive' titles are now subject to a
new tax-inclusive price, bringing the cost per download up from ¥525 to ¥600 (about a 63-cent hike).
[Via
PSP Fanboy]
by Kyle Orland Apr 23rd 2007 11:30AM
Filed under: PC, Action, First Person Shooters, Business

Think $20 is a good price for a
greatest hit. How's a couple of bucks suit you?
Ubisoft is redefining the term "
budget software" with the recent British release of three classic (read: old) PC games for just £1 (about $2 US). Thanks to the super-low price,
Rayman 2: The Great Escape,
Brothers In Arms: Road To Hill 30 and
Prince Of Persia: Sands Of Time all made the
ChartTrack top 10 for the week despite their age. In an
interview with MCV, a ChartTrack analyst predicted similarly-priced re-releases would follow suit from a variety of publishers.
It makes you wonder -- if a couple of bucks is enough to cover manufacturing, packaging, shipping and retail space for these reissues, why do downloadable
console and
arcade classics that have none of these costs routinely go for more than twice as much?
by Kyle Orland Feb 28th 2007 5:25PM
Filed under: Hacks, Nintendo Wii

The Wii's support for downloadable Flash games through the Opera browser has made it easier than ever for indie programmers to get their games off the computer and onto the living room TV. But Wii-focused Flash development has been hampered by the browser's inability to recognize basic button presses on the Wii remote past a simple "click" of the A button. While pointer-based games have flourished under this setup, developers who wanted to go any further with their Wii input designs were out of luck ... until now.
Flash game aggregator Wiicade has posted a downloadable API that lets Flash developers finally utilize all the buttons of the Wii remote in their games. The site has a full tutorial and documentation to help any Flash developer unlock more of the the system's control potential in their games. Now, if someone could just get Flash support for the remote's tilt-sensitivity, we could see some really interesting gameplay experiments. Wii hacking community... get on it!
by James Ransom-Wiley Jan 26th 2007 9:41AM
Filed under: Nintendo Wii, Online, Business

Remarks made by Hudson Entertainment director of marketing John Lee, during an interview with
Game Informer, have sparked rumor that a 'Game Channel,' dealing in original downloadable titles, could be headed to Wii. Lee didn't make any specific implications, but did cleverly acknowledge that Nintendo had plans to distribute original downloadable games. When asked if Hudson had plans to do so, Lee claimed, "No," but added, "However, in the future, you should rephrase that question to: Are there any plans to launch original content on
some downloadable service on the Wii, and you might get a different answer."
CVG brought the issue up with Nintendo, which responded, "We cannot confirm at this time in what format the new content will be delivered, but in the future there will be original games available for download through the Wii Shop." While still unconfirmed, it's likely that Nintendo could launch a new Channel to further separate original games, once purchased from Wii Shop Channel, from Virtual Console fare. We also suspect that most of these new offerings will utilize the Wiimote (and Nunchuk) instead of the Classic Controller.
by Zack Stern Jan 5th 2007 5:25PM
Filed under: Culture, Business

The Associated Press describes how cheat codes, Easter eggs, unlockables, and in-game advertising are converging as
marketers try to create more money and drive more game sales. While the article takes a broad swipe at the topic, and it's just plain wrong at times -- Easter eggs are "brightly decorated circles or balls ... that [unlock] bonus points, monster-slaying swords, extra lives, or infinite health" -- it covers the evolution of cheats and Easter eggs. These tricks used to be added by programmers as a way to surprise gamers, but they've become co-opted by marketing departments that release the secrets on a schedule to raise interest in a game.
With unlockable content, its transition to a for-pay service bothers us. We don't begrudge publishers the opportunity to change their business model to give gamers more options to buy a game; instead, the trend seems to be selling us the same game more than once. Where are the
cheaper games with for-pay content?
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