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Guardian Unlimited: Gamesblog -
2 hours and 26 minutes ago
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width="1" height="1" //divpThe - yes! - Friday edition of Chatterbox/pdiv style="float: left;
margin-right: 10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/games"Games/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
20 hours and 26 minutes ago
While the games industry appeared to be bucking the economic trend with a bumper year over the
Christmas holidays (at least for Microsoft), it seems that many gamers in the US are sticking with
their old faithfuls. According to Nielsen (pdf), the PlayStation2 was the most popular console of
the year. From MCV:
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Guardian Unlimited: Gamesblog -
22 hours and 21 minutes ago
Am I missing something? Did I get off the train before the reality police came on board to check my
ticket? Or am I simply deluded when I say that I don't think online games cause college students to
drop out any more than, say, binge watching The Sopranos (or The Wire or M*A*S*H or Thirtysomething
or Friends or whichever series traps students in front of the TV nowadays) or hanging out at the
local caf making 'zines at four o'clock in the morning every night wired on bottomless cups of
black coffee and spouting pretentious philosophical overtures (oh my misspent youth)? According to
several people quoted in an article in The Guardian on Monday, including a representative of the US
Federal Trade Commission and a student advisor at University of Minnesota Duluth, my attitude
towards online gaming and academia would suggest that I am a few tools short of a box. Here's a
choice a href="http...
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Guardian Unlimited: Gamesblog -
1 days and 2 hours ago
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src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/39964?ns=guardianpageName=Technology%3A+Chatterbox+Thursdaych=Technologyc3=guardian.co.ukc4=Games+%28Technology%29%2CTechnologyc5=Corporate+IT%2CGamesc6=Greg+Howsonc7=2009_01_08c8=1141377c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpChatterbox Thursday/pdiv style="float: left; margin-right: 10px;
margin-bottom: 10px;"ullia href="http://www.guardian.co.uk/technology/games"Games/a/li/ul/divdiv
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Guardian Unlimited: Gamesblog -
1 days and 15 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/84460?ns=guardianpageName=Technology%3A+UK+games+market+worth+GBP+4+billion+-+but+what+does+that+mean%3Fch=Technologyc3=guardian.co.ukc4=Nintendo+%28Technology%29%2CGames+%28Technology%29%2CTechnologyc5=Corporate+IT%2CGamesc6=Greg+Howsonc7=2009_01_07c8=1143810c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divp2009 may be different, what with the recession and all, but 2008 was a
record breaking year for the UK games industry with the market worth over GBP 4 billion last year.
Software accounted for nearly half of that (GBP 1.905 billion) with game sales up 23% on 2007.
Hardware sales rose 14% to GBP 1.422 billion. But which format sold the most? Go on, have a
guess./ppYes, Nintendo had a predictably fantastic year in the UK with the Wii accounting for
nearly 25% of all software sales (around 20 million units). This was up a rather impressive 153% on
2007. Revenue from Wii game sales was GBP 481 million. This is the same revenue figure as the DS,
which sold just over 19 million units – a rise of 28 per cent.br / br /And what
about the 360 and PS3? The 360 saw software sales rise 51 per cent (14.9 million units sold in
2008) with revenue of GBP 443 million. This compares to 10.4 million PS3 games sold which generated
revenues of GBP 334 million. PS3 game sales did rise by an impressive 145 per cent from 2007
though.br / br /So what does this tell us? Well the top level figures prove Nintendo's dominance.
20 million Wii games and 19 million DS titles sold compares well to the 360's 14.9 million and
PS3's 10.4 million. It will be interesting to see if the gap between 360 and PS3 game sales narrows
in 2009, especially as the PS3 arguably has the more interesting exclusive titles this year.br / br
/Anyway, how do you think UK sales will go in 2009? Will the Wii see slowdown? Will the PS3
catch-up? Will the 360 continue to grow?/pdiv style="float: left; margin-right: 10px;
margin-bottom: 10px;"ullia href="http://www.guardian.co.uk/technology/nintendo"Nintendo/a/lilia
href="http://www.guardian.co.uk/technology/games"Games/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
1 days and 15 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/20122?ns=guardianpageName=Technology%3A+Raid+Gaza+and+the+problem+with+videogame+satirech=Technologyc3=guardian.co.ukc4=Game+culture+%28games%29%2CIndie+games+%28games%29c5=Gamesc6=Keith+Stuartc7=2009_01_07c8=1143726c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpIn case you haven't seen this yet, the conflict in Gaza is now the
subject of a satirical Flash game. a href="http://www.newgrounds.com/portal/view/476393"Raid Gaza/a
is a stripped down RTS, in which you take on the role of the Israeli military, building tanks,
fighter planes and missiles in order to pummel the Palestinian territory and kill as many people as
possible within three minutes. Bonus points are awarded for hitting hospitals and police stations.
Meanwhile, the Hamas threat is characterised by spluttering Qassam missiles, which whir out of Gaza
and usually explode uselessly in fields. The author of the game claims in a
href="http://www.nonvivant.com/2009/01/02/interview-creator-of-raid-gaza-flash-game/"a recent
interview/a to have begun the project almost two years ago, in response to a
href="http://domino.un.org/UNISPAL.NSF/d9d90d845776b7af85256d08006f3ae9/be07c80cda4579468525734800500272!OpenDocument"a
UN report/a on the human cost of the continuing conflict. /ppReactions have been mixed. News site a
href="http://kotaku.com/5120808/gaza-strife-reflected-poorly-in-raid-gaza-flash-game"Kotaku/a
clearly feels it's in poor taste, but political gaming expert a
href="http://jag.lcc.gatech.edu/blog/2009/01/raid-gaza-editorial-games-and-timeliness.html"Ian
Bogost writes/a that Raid Gaza is successful as a polemical attack on Israeli tactics./ppAt the
heart of the debate is an ongoing question - are videogames an appropriate medium for political
satire? br /br /Certainly, they are hugely successful. Notable examples such as a
href="http://www.columbinegame.com/"Super Columbine Massacre /a and Molleindustria's a
href="http://www.mcvideogame.com/"McDonald's Game/a have garnered masses of press coverage as well
as thousands of hits. The fact that political pressure groups like PETA are now producing their own
satirical games strongly suggests that this is an effective means of communicating controversial
messages. /ppIt could also be argued that as the emerging popular artform of the day, games are
emexactly/em the right forum for political satire. They are comparatively easy to produce, can be
disseminated easily online and, if they're fun enough, will spread virally from user to user. Plus,
the interactivity - which no doubt prompts most of the criticism - is an intrinsic element; it
literally forces the player to take your side, or at least take ema/em side. /ppAnd where else
should we go for satirical comment? To novels? It is debatable whether there has been much satire
of worth since the era of Evelyn Waugh and Angus Wilson. As for TV, when was the last time you saw
a really effective and controversial piece of political satire on the box? In The Thick of It was
fun, but its targets were politicians not policies; The Daily Show has its moments, but is largely
preaching to the readily converted. Can you ever imagine another Brass Eye - especially given the
fuss surrounding the Brand/Ross answer phone scandal? /ppAnd more importantly would anyone watch
it? The increasing marginalisation of 'proper' news content and the continued dominance of reality
TV, drab cop shows and domestic sitcoms would suggest not. In the sixties there was Beyond the
Fringe and That Was The Week That Was. The eighties boasted The Young Ones, Spitting Image and Not
The Nine Olock News. Now we've got Gavin Stacey and the Midsomer Murders. Modern TV wants to be
your friend, but a lone programmer with a chip on his shoulder couldn't care less./ppThere's an old
rule about satire - if it doesn't disgust a majority of the audience it's not doing its job - "I'll
publish right or wrong," wrote Byron, "Fools are my theme, let satire be my song". And the thing
is, videogames still have so much power to disgust. People are, after all, still scared by the very
concept of gaming, let alone the content. And while they're scared, they are at least
listening./pdiv style="float: left; margin-right: 10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/gameculture"Game culture/a/lilia
href="http://www.guardian.co.uk/technology/indiegames"Indie games/a/li/ul/divdiv
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Guardian Unlimited: Gamesblog -
1 days and 22 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/59511?ns=guardianpageName=Technology%3A+Tetris%3A+an+excellent+treatment+for+post-traumatic+stress+disorder%3Fch=Technologyc3=guardian.co.ukc4=Games+%28Technology%29%2CTechnology%2CScience%2CMedicine+%28Education+subject%29c5=Not+commercially+useful%2CHigher+Education%2CCorporate+IT%2CGamesc6=Charles+Arthurc7=2009_01_07c8=1143540c9=articlec10=GUc11=Technologyc12=blogc13=c14=Technology+blogh2=GU%2FTechnology%2Fblog%2FTechnology+blog"
width="1" height="1" //divpTetris is good for easing the effects of post-traumatic stress disorder
(PTSD), scientists have found. Yes, you read that correctly: the infuriating, mind-swallowing
piece-twiddling row-building game emactually has a medical value/em./ppThe a
href="http://www.plosone.org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0004153"research/a, which
was conducted at the department of psychiatry at the University of Oxford, suggests using Tetris as
a "cognitive vaccine" against flashbacks from traumatic events. It's published on the open-source
science research Public Library of Science (PLoS) website./ppHere's how they set out their
recommendations: /pblockquotepThe rationale for a 'cognitive vaccine' approach is as follows:
Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks
selectively compete for resources required to generate mental images. Thus, a visuospatial computer
game (e.g. "Tetris") will interfere with flashbacks. Visuospatial tasks post-trauma, performed
within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted
that playing "Tetris" half an hour after viewing trauma would reduce flashback frequency over
1-week./p/blockquotepIn other words, if you're looking at falling squares, lines, hoooks and
whatever those twiddly ones that are two overlapping lines of two are called, then you don't have
time to visualise your previous bad experiences. /ppI'm glad I wasn't asked to take part:
/pblockquotepForty participants watched a 12-min film of traumatic scenes of injury and death (n =
20 per group). Film viewing was followed by a 30-min interval before simple random assignment to
one of two experimental conditions. There were no baseline differences between the two groups in
terms of age, depressive symptoms or trait anxiety or gender. Mood was equivalent between the
groups prior to watching the film, and as predicted, strongboth groups experienced comparable mood
deterioration following the film/strong (ememphasis added/em)./p/blockquotep(Tell me about it.
Someone at work was looking for gruesome scenes from ER involving helicopters and instead found a
real-life one. I'm recommending Tetris to him.)/ppAfterwards, one group just sat quietly, and
another played Tetris, for ten minutes. They then kept a diary about flashbacks they'd had; this
showed that the group which had played Tetris had significantly fewer (with a probability that it
was chance less than 1%)./ppIt's a remarkable finding; though looking at the long list of
references, the idea of visual "distraction" as a method of desensitising people from visual
memories has been around since at least early this decade./ppBut who'd have thought we'd find a
potentially workable cure in a a href="http://en.wikipedia.org/wiki/Tetris"game/a that for a while
20 years ago seemed like a Russian plot to turn all our population into obsessive cursor-button
pokers? (Wait, did it work?)/ppSo maybe that's going to be the new treatment for returning soldiers
from the front: Nintendo Gameboys loaded with Tetris. Then, all we'll have to worry about will be a
href="http://www.newsweek.com/id/134285"curing their Tetris addiction/a./pdiv style="float: left;
margin-right: 10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/games"Games/a/lilia
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Guardian Unlimited: Gamesblog -
2 days and 2 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/82070?ns=guardianpageName=Technology%3A+Chatterbox+Wednesdaych=Technologyc3=guardian.co.ukc4=Games+%28Technology%29%2CTechnologyc5=Corporate+IT%2CGamesc6=Greg+Howsonc7=2009_01_07c8=1141375c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpWednesday's edition of Chatterbox/pdiv style="float: left; margin-right:
10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/games"Games/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
2 days and 19 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/81311?ns=guardianpageName=Technology%3A+Stickman%2C+Buccaneer+and+the+whole+future+of+indie+game+developmentch=Technologyc3=guardian.co.ukc4=Technology%2CGame+culture+%28games%29%2CIndie+games+%28games%29%2CMicrosoft+%28Technology%29%2CPlayStation+%28Technology%29%2CWii%2CXbox%2CNintendo+%28Technology%29%2CSony+%28Technology%29c5=Technology+Gadgets%2CCorporate+IT%2CGames%2CConsumer+Electronicsc6=Keith+Stuartc7=2009_01_06c8=1142908c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpOnce upon a time, not long ago, it looked like bedroom coding was dead
– at least as a commercial pursuit. The nineties brought in a growing obsession
with detailed 3D visuals, requiring ever-larger teams of ever more specialised coders, artists and
designers. And while an indie gaming scene continued to flourish online, the fruits of those
labours were largely unseen and unappreciated by mainstream gamers. /ppBut a lot has happened over
the last three years. Vitally, Microsoft started trawling the indie scene for content to fill its
Xbox Live Arcade service. Sony and Nintendo soon followed suit, resulting in the likes of a
href="http://braid-game.com/"Braid/a, a href="http://2dboy.com/games.php"World of Goo/a, a
href="http://pompomgames.com/mutantstormreloaded.htm"Mutant Storm/a and a
href="http://www.telltalegames.com/strongbad"Strong Bad's Cool Game for Attractive People/a
becoming key downloadable releases. At the same time, the growing PC casual gaming scene, together
with the arrival of the iPod and iPhone as fully-fledged gaming platforms, has built an audience
that clamours for graphically simple puzzle and word games. In a sense, casual gaming has
legitimised non-naturalistic, often 2D, visuals and intuitive gameplay, reclaiming videogame
culture for the masses. /ppBedroom coding is back./ppWhat we're seeing now is an intriguing
interplay between the community ethic of indie coding and the commercial clout of the industry's
corporate giants. And a href="http://www.stickmanstudios.co.uk/"Stickman Studios/a is a great
example./pp/ppFormed in 2005, Stickman is essentially Simon Nevill and Harvey Greensall, two
ex-Codemasters staffers with backgrounds in web design and architectural modeling. Bored of
churning out trees, tarmac and other peripheral objects for games like Club Football, LMA Manager
and Colin McRae, the duo quit to set up their own studio. Originally, their plan was to abandon
videogames altogether and work on a card trading game, but an encounter with a
href="http://www.imperialglory.com/"Imperial Glory/a by Pyro Studios got them thinking about
creating their own pirate adventure. /pp"We really liked the naval battles in the game which were
set during the Napoleonic Wars," explains Nevill. "The ships looked great and it had a good feel to
it, but it had a point-and-click interface and the ships moved incredibly slowly. We thought that a
faster-paced, arcade-style game could work for this same period of history. Our own idea was to
give the player control over a single ship as opposed to a squadron of boats and make the ship
itself the 'character'. So we based the game in the Caribbean and gave the player direct control of
their very own pirate ship"./ppThe result, released via Steam at the end of last year is a
href="http://www.stickmanstudios.co.uk/buccaneer.html"Buccaneer: The Pursuit of Infamy/a,
essentially an arcade shooter, based in wooden ships rather than spacecraft. Players blast through
a variety of missions, upgrading their boat as they go – sort of Mutant Storm
meets Midnight Club on the high seas. /ppIt's a remarkable achievement, especially considering it's
ostensibly the work of two men – and neither of them coders. Their first
decision was to license a href="http://www.garagegames.com/products/torque/tge/"Torque/a, a
fully-featured cheaply priced 3D engine developed by indie publisher a
href="http://www.garagegames.com/"GarageGames/a and available to small studios for just $150.
/ppBut price isn't the only attractive factor. As Nevill explains, "we wanted an engine that was
not completely reliant upon having a full time coder sat working with us. Torque's script-based
coding system meant that many areas of the game could be changed by us... simply altering settings
in existing scripts. There is also a great community spirit on the GarageGames forums and any
problems you encounter are likely to have been seen before, so there is always help readily
available."/ppThe GarageGames set-up, part-commercial publishing hub, part thriving community, is
what indie gaming is all about in 2009. And the fact that large publishers like Vivendi are
employing Torque is another hint that the mainstream industry is now happy to court the indie
sector if the price and the results are right. /ppIt's also the community element that insured
Buccaneer became more than just an idea scribbled on the back of a fag packet. "We have had masses
of help from a number of great people throughout the development process," admits Nevill. "Being
basically self-funded (thus poor), we haven't had a budget for outsourcing work and so have relied
heavily upon the good will of a number of people. Our time spent in the game industry meant that we
already had contacts in the industry skilled in programming and several were willing to help us out
in their spare time. Massive thanks must go out here to Neil Palframan, now working for Electronic
Arts in Canada and Mr. "Winston Wolfe"./pp"We were also approached by a number of guys via the
GarageGames forums who offered to supply audio work for us because they simply wanted to be
involved with a pirate game. Our original plan was to do the vocal work ourselves and have some
musically talented friends create a theme tune for us, but fortunately due to the incredible work
supplied by some very talented individuals, Harvey and I were not required to get our microphones
out. Special thanks have to go out to Pattarawit Arinyasak for his great Artificial Intelligence
work, Joel Steudler for his unbelievable musical masterpieces and Captain Paul Bergel... the
gravelly voice of Buccaneer."/ppBrilliantly, Stickman also somehow became involved with New
Jersey-based, pirate metal band a href="http://www.swashbuckle.info"Swashbuckle/a who let the
studio use some of their material in the game. They make a virtual appearance at the Buccaneer
Tavern. "In return we put together a music video for their song "Drink Up!", which is accessible
from a href="http://www.pursuitofinfamy.com/screens.html"our website/a."/ppAlong the way, Simon and
Harvey carried out freelance work for a range of companies to fund their pirate project. One client
was veteran Leamington-based developer a href="http://www.blitzgames.com/"Blitz Games/a, to whom
the chaps showed a demo of Buccaneer. Suitably impressed, Blitz offered to support the remainder of
the game's development, providing vital QA testing and also using its bulging contacts book to
secure distribution via Steam. /ppCoincidentally, Blitz was also making contact with another small
studio, Regolith Games, entering into a similar partnership with them to see through the
development of crossword puzzler, KrissX. From here, the company decided to formalise the process,
setting up it's a href="http://www.blitzgamesstudios.com/about_us/1up/"1UP programme/a to fund and
support smallscale game projects. "Funding is just one of the elements that we supply, and in fact
that part is always likely to be a minor element," explains Chris Swan, Director of Blitz Arcade,
the developer's specialist downloadable game studio. "We aren't trying to be a publisher here, and
in fact one of our clients put it best when they likened us to a 'Swiss army knife of an agent'
since there are so many elements that we can potentially provide. Things like advice on game
prototypes based on our knowledge of the marketplace, resources such as art, design, code and
audio, licensing our high-end BlitzTech, providing PR or legal advice - these can all be put into
the mix./pp"To be honest though I think one of the largest benefits is our network of contacts,
which stretches all the way from outsourcing and developers to publishers and distributors. By
being one of the largest independent developers we are also able to meet with a lot of the bigger
players who are simply unable to provide the time for reviewing individual proposals from very
small developers. So when Blitz has a meeting with a client, we can present an entire raft of
games, some of which are ours and some which come through the 1UP programme."/ppBlitz's approach
reflects an industry-wide interest in embracing the indie community. The likes of XBLA (which
should see a conversion of Buccaneer soon), PSN and WiiWare represent a reasonable revenue stream
for publishers and developers, especially with a recession looming. However, in-house staff may not
have the skills required to punch out cool, hugely intuitive budget games, with little or no
management. If you look at something like Geometry Wars from Bizarre Creations, the project was
started in the free time of experienced coder Stephen Cakebread, and may never have happened had he
been shunted on to different, larger projects (see a
href="http://www.guardian.co.uk/technology/gamesblog/2008/nov/06/microsoft-gameculture"my blog
post/a on the subject)./ppInstead, big industry players are reaching out to the indie scene to
source talent. Blitz has formed 1UP, but you've also got Epic buying small studios like a
href="http://www.chairentertainment.com/"Chair Entertainment/a and a
href="http://www.peoplecanfly.com/"People Can Fly/a, and Valve nurturing its own mod community into
tomorrow's A list developers. /ppIt's probably the Valve model, of engaging with - and nurturing -
a dedicated home coding community that's going to shape the industry over the next few years.
Maintaining massive in-house teams will surely become all but impossible for many developers, and
outsourcing only solves half of the problem – outsource studios are usually
highly specialized, perfect for churning out graphics and audio to strict pre-agreed templates, but
often not able to provide their own creative ideas. Meanwhile, buying studios is a risky and
expensive move, with no guarantee of subsequent product. /ppWhat 1UP points to is perhaps a
videogame publishing model that works more like – for want of a better allusion
– a terrorist network: independent cells working on their own projects with
only the loosest direction from a higher authority. If one cell goes down, there are others to
produce the goods. Of course, there will always be a place for epic Triple 'A' blockbusters, but at
the moment, the industry is undergoing a major period of fragmentation, both in terms of audience
and available platforms – the only way to hit all the targets is to produce a
lot of cheap, original content. /ppChris Swan agrees that creating small, highly-targeted games is
going to be the way ahead. "It's always hard to predict ahead in this industry, but I'm confident
that in the long run this is an area of growth. In particular, as the portals and platform-holders
more sublimely present the consumers with tailor-made game lists, we should be in an era where
every kind of game can reach and make an impact on its ideal audience". Through the inter-coupling
of indie guile with corporate experience and finance, the industry is going long-tail. Nothing is
really predictable from here./pdiv style="float: left; margin-right: 10px; margin-bottom:
10px;"ullia href="http://www.guardian.co.uk/technology/gameculture"Game culture/a/lilia
href="http://www.guardian.co.uk/technology/indiegames"Indie games/a/lilia
href="http://www.guardian.co.uk/technology/microsoft/"Microsoft/a/lilia
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href="http://www.guardian.co.uk/technology/wii"Wii/a/lilia
href="http://www.guardian.co.uk/technology/xbox"Xbox/a/lilia
href="http://www.guardian.co.uk/technology/nintendo"Nintendo/a/lilia
href="http://www.guardian.co.uk/technology/sony"Sony/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
3 days and 2 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/99535?ns=guardianpageName=Technology%3A+Chatterbox+Tuesdaych=Technologyc3=guardian.co.ukc4=Games+%28Technology%29%2CTechnologyc5=Corporate+IT%2CGamesc6=Greg+Howsonc7=2009_01_06c8=1141374c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpTuesday's edition of Chatterbox/pdiv style="float: left; margin-right:
10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/games"Games/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
3 days and 11 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/60604?ns=guardianpageName=Technology%3A+Peter+Molyneux+talks+sense+%28mostly%29ch=Technologyc3=guardian.co.ukc4=Games+%28Technology%29%2CTechnologyc5=Corporate+IT%2CGamesc6=Greg+Howsonc7=2009_01_06c8=1142450c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpJust one more New Year post – promise
– but veteran game designer a
href="http://en.wikipedia.org/wiki/Peter_Molyneux"Peter Molyneux's/a thoughts on 2008/9 make a
href="http://news.bbc.co.uk/1/hi/technology/7804564.stm"interesting reading/a. Perhaps the biggest
discussion point raised concerned game difficulty.br / /pblockquotepOn the gaming front, GTA IV was
a real moment for the industry. Rockstar nailed how you characterise a game and their engine and
cut sequences are state of the art. However, only a few people actually saw all the cut sequences
because the game was so tough to play. Are we making games too difficult? That's a question the
industry has been asking itself of late./p/blockquotepbr / br /Anyone who has played the very
forgiving Fable 2 – a
href="http://www.guardian.co.uk/technology/gamesblog/2008/dec/16/awards-games"my game of the year/a
– will know what conclusion Molyneux and his team came to. br / br /Xbox 360
developer Molyneux also talks about the PS3 – "disappointing to say the least"
– but has kinder words for Sony title LittleBigPlanet. br / /pblockquotepOne of
my personal favourites was Little Big Planet; superb artistry and a fantastic marketing job by Sony
- yet it didn't make the numbers. I wonder if Christmas is really the right time to release a new
title. /p/blockquotepbr / br /He has a point here but I'm not sure LBP would have fared better if
released earlier in the year. The core PS3 audience was always going to be more excited by
Resistance 2, Call of Duty and the rest. And the casual audience likely to be attracted by a
href="http://www.1up.com/do/newsStory?cId=3169329 "Sackboy/a and co just isn't there - in
sufficient numbers - on PS3 yet. But unlike Resistance 2 and forthcoming shooter a
href="http://killzone.com/kz/"Killzone 2/a - which will likely chart high as the fans buy but then
quickly disappear from the sales rankings - you can imagine LBP will still be shifting steady
numbers in a year's time, especially to new PS3 owners. br / br /Molyneux is pessimistic about 2009
though.br / /pblockquotepNext year, well, it's all looking a bit dry. All the triple A titles came
out this Christmas and while there is stuff in 2010 we can look forward to, off the top of my head
I cannot think of anything next year that really excites me./p/blockquotepbr / br /Games too
difficult? LittleBigPlanet not appealing to the masses? 2009 looking dull? So, do you agree with
Molyneux?/pdiv style="float: left; margin-right: 10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/games"Games/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
3 days and 20 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/38369?ns=guardianpageName=Technology%3A+Your+New+Year+gaming+resolutionsch=Technologyc3=guardian.co.ukc4=Game+culture+%28games%29c5=Gamesc6=Keith+Stuartc7=2009_01_05c8=1142293c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpOkay, so most New Year resolutions are doomed to failure. We get carried
away, overshoot and ultimately realise that we can't change fundamental aspects of our
personalities because of a date on a calendar. /ppBut Gamesblog regularly asks readers at this time
of the year, how they plan to change their gaming habits over the coming 12 months. So if you've
included any game-based resolutions on your list, let us know. Perhaps you've resolved to play less
sequels - an ill-advised move this year considering the imminent arrival of Resi 5, Killzone 2, God
of War 3 and many, many others. Maybe you'll endeavour to keep up to date with the indie gaming
scene? Or play more mobile games?/ppWhatever it is, let us know. And this will conclude our New
Year-themed posts for the day (unless Aleks has plans I don't know about...)br //pdiv style="float:
left; margin-right: 10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/gameculture"Game culture/a/li/ul/divdiv
class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
3 days and 21 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/53551?ns=guardianpageName=Technology%3A+SNK+Playmore%3A+a+brief+profile+and+interviewch=Technologyc3=guardian.co.ukc4=Game+culture+%28games%29%2CPlayStation+%28Technology%29%2CXbox%2CWii%2CNintendo+%28Technology%29c5=Technology+Gadgets%2CGames%2CConsumer+Electronicsc6=Keith+Stuartc7=2009_01_05c8=1142258c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpSNK should be dead. The veteran Japanese game publisher, arcade cabinet
manufacturer and one-time console contender closed for business in October 2001 after twenty years
of knocking out unashamedly hardcore shooters, fighting games and coin-op oddities. During the
following weeks, no self-respecting arcade dweller would be seen dead without one of the hastily
produced commemorative T-shirts, emblazoned with the phrase '2D Forever, SNK 1978-2001' and
available from import game stores everywhere./ppBut somehow the company lives on. Months after the
collapse, founder Eikichi Kawasaki set up a new company, a
href="http://www.snkplaymoreusa.com/"Playmore/a, and successfully bid for SNK's intellectual
rights. Unlike Atari, which today survives in name only, SNK retains its original founder and many
key staff. SNK lives. /ppAnd, as it turns out, SNK also answers its email. A few months ago I sent
over some questions to the company via its UK distributor, Ignition. I wasn't really expecting
anything back – Japanese publishers aren't great with interview requests. But
just before Christmas, they got back to me, answering under the collective name of 'The SNK
Playmore team in Japan' and dealing with every single one of my questions./ppBut first things first
- why does all this matter? br /br /Well, for a start, SNK has been responsible for some smashing
games. The company's first hit was undoubtedly vertically scrolling military blaster Ikari
Warriors, which introduced the world to the concept of the co-op shooter about 20 years before it
became achingly trendy. You can also thank SNK for the fondly-remembered footie sim Soccer
Sidekicks and the brilliant Metal Slug series of humour-tinged sideways scrolling shooters. On the
hardware side, there was the Neo Geo (and later Neo Geo CD) console, a competitor to the SNES, Mega
Drive and eventually the PlayStation, brilliant for arcade conversions, but always too insular to
complete on the world stage./ppPerhaps SNK's seminal release was 1991's Fatal Fury, a 2D beat-em-up
launched just months after the epoch-shattering Street Fighter II, but reportedly in development
embefore/em Capcom's show-stealer. The release, its subsequent sequels, and the onslaught of
stablemates such as Samurai Shodown, Art of Fighting and King of Fighters, set up a lengthy rivalry
between the two developers, culminating in the wonderful SNK vs Capcom series, featuring characters
and combat styles from both companies. Many gamers believe the Art of Fighting and King of Fighters
titles were better than their Street Fighter rivals, with more imaginative fighters, better scenery
and deeper fighting systems./ppIt also matters because SNK remains the beating heart of hardcore
gaming; it is a symbol of the industry as it once was, dominated by tough-as-old-boots coin-ops.
The company's brilliant handheld console, the Neo Geo Pocket was compatible with Dreamcast, and the
sad demise of Sega's machine seemed to inextricably tie in with the fall of SNK
– two stalwarts of the arcade scene, battered by the prevailing wind of
PlayStation casual-dom. /ppSo, for the last couple of years, the company has been successfully
living off its rich back catalogue, releasing dozens of cut-price anthologies crammed with cult
arcade and home console classics. Last year, we saw the likes of World Heroes Anthology and Fatal
Fury Battle Archives. This March, SNK addicts can look forward to SNK Arcade Classics Volume 1 on
Wii, the Samurai Shodown Anthology on PS2, PSP and Wii and The King of Fighters Collection: The
Orochi Saga on PSP and Wii. The publisher has also moved into the download market, supporting Wii's
Virtual Console and sticking Fatal Fury Special, Metal Slug 3 and Samurai Shodown II on Xbox Live
Arcade. /ppThis year will see the XBLA release of King of Fighters '98 Ultimate Match, which some
consider the very zenith of 2D fisticuffs. "First among the list of new features is the 'Ultimate
Mode'," explained the SNK chaps in their email. "This allows players to customise settings from
Extra and Advanced Modes, giving fans a slew of gameplay options. The visual alterations /
additional graphics, updated stages, newly arranged music, and variety of original content and game
modes (plus online support) will make for an entirely new experience for fans of this classic KOF
series installment. The remake also features even further improved game balance which has been
finely-tuned by our staff, with an all-star roster containing nine additional characters for a
total of 64!"/ppSNK also confirmed that it would be developing for PS3 this year and will make an
announcement shortly. It's also likely that the company will extend its support for Wii as well. I
also asked if any of its key Neo Geo Pocket titles – the likes of Gals Fighters
and SNK vs Capcom Card Fighters Clash - might appear on mobile or iPhone this year. "Keeping in
mind we received great response for both of those Neo Geo Pocket Color titles, we will be sure to
look into it!" was the enigmatic response. Oh, and if you're a connoisseur of import games, look
out for a forthcoming (and currently Japan-only) compilation of Neo Geo classics originally
developed by cult studio ADK, including Twinkle Star Sprites, Ninja Master's and Ninja Commando.
/ppOf course, the key release of '09 – the 15th anniversary of the King of
Fighters series – will be a
href="http://game.snkplaymore.co.jp/official/kof-xii/"King of Fighters XII/a, hitting Japanese
arcades in April and no doubt arriving on home consoles before the end of the year. They're calling
this a true rebirth for the series, echoing the language Capcom is using to hype up Street Fighter
IV. The two old rivals are heading into the ring once again./ppFinally, I asked how the company has
retained such a dedicated and obsessive following over the years. "First and foremost, through each
game release we feel SNK has constantly kept our love and respect for our fans in mind. SNK
Playmore tries as much as possible to listen closely to our fans' opinions, whether they are from
questionnaires or at events." And that's really it. SNK exists mostly for its hardcore fanbase
these days, resolutely and unrelentingly giving them what they want, like one of those old prog
rock bands that continues to tour long after fickle mainstream tastes have left them behind; still
going, still, at times, brilliant.br / br /strongbr /SNK tasting guide/strongbr /Fancy sampling the
works of this veteran publisher? The most approachable are probably the Metal Slug titles
– I'd go for Metal Slug Anthology (PSP, Wii, PS2) or Metal Slug 3 on XBLA. If
you're looking for an overview of the company's arcade heritage try SNK Arcade Classics 1 on PS2
– it's got the original Metal Slug, Fatal Fury, World Heroes and King of
Fighters titles as well as other well-known hits (although there are issues with loading times and
some technical glitches). Otherwise, check out King of Fighters '98 Ultimate Match when it arrives
on XBLA later this year./pdiv style="float: left; margin-right: 10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/gameculture"Game culture/a/lilia
href="http://www.guardian.co.uk/technology/playstation"PlayStation/a/lilia
href="http://www.guardian.co.uk/technology/xbox"Xbox/a/lilia
href="http://www.guardian.co.uk/technology/wii"Wii/a/lilia
href="http://www.guardian.co.uk/technology/nintendo"Nintendo/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
4 days and 2 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/30167?ns=guardianpageName=Technology%3A+What+game+are+you+looking+forward+to+most+in+2009%3Fch=Technologyc3=guardian.co.ukc4=Awards+%28games%29%2CGames+%28Technology%29%2CTechnologyc5=Corporate+IT%2CGamesc6=Greg+Howsonc7=2009_01_05c8=1141381c9=articlec10=GUc11=Technologyc12=Gaming+awardsc13=c14=h2=GU%2FTechnology%2FGaming+awards"
width="1" height="1" //divpYou are probably, like me, still ploughing through the late 2008 release
rush but take your eyes away from Far Cry 2 (the game seemingly on all my friends "will play it
soon, honest" list) and Fallout 3 for a moment. Yes, it's time to look forward to what 2009 has in
store. Well, sort of. /ppThere are plenty of 2009 most wanted type lists around if you need some
suggestions but for me this year promises a more intelligent, less sequel filled, release schedule.
Yes, the next 12 months will finally see gaming going big on narrative. Or in other words, a
href="http://en.wikipedia.org/wiki/Heavy_Rain"Heavy Rain/a and a
href="http://www.alanwake.co.uk"Alan Wake/a better be bloody good. Both promise atmosphere, story
and progression based on using your brain more than your thumb. /ppOf course, Alan Wake has been on
the radar for at least three years but there is still no sign of its Twin Peaks meets Silent Hill
action. Fingers crossed we see it in 2009. Heavy Rain is still scheduled for a 2009 release though
and things are a href="http://www.eurogamer.net/articles/heavy-rain-preview"looking good/a so
far./ppSo, 2009 then. What game are you most looking forward to playing this year?/pdiv
style="float: left; margin-right: 10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/awards"Gaming awards/a/lilia
href="http://www.guardian.co.uk/technology/games"Games/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
4 days and 2 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/42441?ns=guardianpageName=Technology%3A+Chatterbox+Mondaych=Technologyc3=guardian.co.ukc4=Games+%28Technology%29%2CTechnologyc5=Corporate+IT%2CGamesc6=Greg+Howsonc7=2009_01_05c8=1141372c9=articlec10=GUc11=Technologyc12=blogc13=c14=Games+blogh2=GU%2FTechnology%2Fblog%2FGames+blog"
width="1" height="1" //divpMonday's first day back edition of Chatterbox/pdiv style="float: left;
margin-right: 10px; margin-bottom: 10px;"ullia
href="http://www.guardian.co.uk/technology/games"Games/a/li/ul/divdiv class="guRssAdvert"a
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Guardian Unlimited: Gamesblog -
4 days and 12 hours ago
divimg alt=""
src="http://hits.guardian.co.uk/b/ss/guardiangu-feeds/1/H.15.1/72401?ns=guardianpageName=Technology%3A+PS2+wins%3B+Xbox+360+beats+Wii%3B+original+Xbox+beats+PS3ch=Technologyc3=guardian.co.ukc4=Games+%28Technology%29%2CTechnologyc5=Corporate+IT%2CGamesc6=Jack+Schofieldc7=2009_01_04c8=1142090c9=articlec10=GUc11=Technologyc12=blogc13=c14=Technology+blogh2=GU%2FTechnology%2Fblog%2FTechnology+blog"
width="1" height="1" //divpThe Nielsen Media Research group, better known for saying what the
American public watched on TV, has released some research on "usage minutes" for games consoles in
the US last year (Jan-Oct). It turns out that Sony's PlayStation 2 still leads the way, accounting
for 31.7% of the time spent console gaming. However, the Xbox 360 (17.2%) came second, ahead of
Nintendo's Wii (13.4%). Even more embarrassing for Sony, the original Xbox (9.7%) beat the
PlayStation 3 (7.3%). a
href="http://www.pcworld.com/article/156259/nielsens_top_10_pc_games_and_consoles_of_2008.html/"PC
World/a comments:br //pblockquotepEveryone thinks no one's playing the Wii. They're wrong. The 360
can claim the slightly higher usage-to-units ratio, but the Wii leapt from 5.5% in 2007 to 13.4% in
2008, a notably larger increase than the 360's 11.8% to 17.2%. br /The PS3? Its usage increase
(2.5% in 2007 to 7.3% in 2008) was actually commensurate with the 360's. Still, Sony's got a year
to really get the lead out if it doesn't want to be this generation's GameCube./p/blockquotepThe
top PC game was World of Warcraft, which was being played for 671 minutes a week. However, its
share dropped from 1,023 minutes last year -- a plunge of 17 hours to 11 hours. However, the launch
of Wrath of the Lich King may have changed that since./ppThe top 10 for Mobile Games in last year's
third quarter -- a new category -- was headed by a stunning game called Tetris (based on
carrier-billed revenues). It's interesting that people are happy to pay rather than carry around an
old Game Boy. Also, I wonder if any of the carriers have figured out they could make even more
money by making Tetris just a little easier.../pdiv style="float: left; margin-right: 10px;
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