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Games on Zune? Don't hold your breath, says Allard


It seems as if everyone wants in on the gaming scene these days: jocks, cheerleaders, your mom. Even Apple wants a slice of the pie. But not Microsoft's J Allard, and in a recent interview the former Xbox zealot and current Zune front man shared his thoughts on why he feels Zune owners shouldn't expect to be playing Bejeweled or Pac-Man on Microsoft's iPod rival anytime soon. Granted he still has a full nine months to change his mind.

Microsoft previously toyed with the idea of releasing games on the portable, though with a new line of Zune devices hitting retail shelves this week, Allard addressed his particular concerns with bringing games to the Zune format, specifically surrounding customer satisfaction and portability of purchased games as hardware advances from one generation to the next. While Microsoft's move into the portable gaming space has been long awaited, we agree that it's good that Allard is voicing these sorts of concerns up front, rather than carelessly jumping into portable gaming sight unseen.

Still, the executive managed to leave the door open for Zune gaming by praising what Microsoft has managed to pull off in getting its XNA development platform to work with a variety of different types of hardware, though, Allard adds, "the Zune isn't playing Halo 3 anytime soon." Good thing, Allard my boy, since the idea of getting teabagged on the commute home is enough to ruin anyone's day.

Contest: Cosplay as Kratos, win a PSP


[Update: Submission period is over! We'll be picking the winner soon.]

To help promote Kratos' first portable outing, Sony has offered us a PSP to give away to one lucky reader. But it's not so simple. Now that God of War has gone mobile in God of War: Betrayal, we thought we'd ask readers to, well, go mobile as the god of war. Wherever you're likely to break out your cellphone to eviscerate some minotaurs kill some time, we're asking you to:
  • Take a picture of yourself dressed as Kratos in a mundane location; think: bus stop, DMV, waiting in line, etc.
  • Submit your image in .jpg format, no smaller than 800px wide, to joyswag.submissions+kratos AAT gmail DAWT com between now and 5pm on 9/5/07
  • You may submit one entry each day, giving you more chances to win
  • Winners will be selected based on creativity, uniqueness, and humor
  • Please, no real weapons, we don't want anyone to get hurt. Try cardboard or styrofoam instead!
Please consult the official rules for more details. You can purchase God of War: Betrayal on Verizon Wireless, AT&T, Sprint, or by texting KRATOS to 4SONY.

Phil Cohen talks up God of War: Betrayal

We never thought we'd have a canonical God of War game on the cell phone but that's exactly what happened. We asked Phil Cohen, producer and designer of God of War: Betrayal, what it was like to squeeze such a huge franchise into such a limited platform.

How hard is it to get a high-paced action game onto a mobile device like a phone with limited memory and processing power?

"Hard" is a relative term. Every project is hard in its own way. For God of War, that had to do with getting all of Kratos' look, animations, combat and abilities that everyone expects to see, the variety of enemies and their deaths, and the isometric look to the environment. It really comes down to the tools, and our developer, Javaground, has the best mobile toolset that we've ever used. Of course, with every project you try to push certain perceived limits of the handsets and try to figure a way around them ... be it God of War or a casual game like Spider-Man 3 Puzzle. That's always a hard, but fun part of the development process.

What struggles did you and your development team encounter upon creating the visual aspect of this title?

With just a few hundred kb and much less on most handsets, we spent a lot of time coming up with a single tileset and palette swapping scheme that was diverse enough to portray multiple environments and lived up to the SCEA God of War team's high standards. That was probably the hardest part. Our Art Director, Nathan Leland, did a fantastic job.

How long was the development process for God of War: Betrayal?

I wrote the initial design document between September and October 2005 when I first got hired on, then it sat and stewed for a year before revisiting it in August 2006, the same month development started. The versions for high-end handsets were completed 9 months later in April. We wrapped up the final versions for low-end handset over the next 2 months, completing the 1st 6 handsets in June 2007. After that, the porting team took the game to over 200 handsets in a matter of weeks.

Continue reading Phil Cohen talks up God of War: Betrayal

PlayStation thieves located through GPS


A $1 million AUD (approx. US $880,000) heist of PlayStation 2 consoles in Australia was foiled by the power of GPS. According to the Sydney Morning Herald, a truck fitted with a GPS tracking device and containing 4,704 PS2s was stolen. Police used the tracking device (and magic -- no, not really) to locate the stolen truck and consoles.

Four men have been charged for the theft. Let that be a lesson to you would-be robbers and delinquents: leave it to the pros.

[Image source; via Engadget]

Puzzle Quest announced for all platforms (except PS3)

D3 Publisher surprise hit Puzzle Quest has been on the march for months now. Having already conquered the PSP and Nintendo DS, the game was known to be preparing for an assault on the Wii and Xbox Live Arcade. We've now received intel on a move to the PC, PlayStation 2 and mobile phones, as well.

Original developer Infinite Interactive will be handling the PC version and co-developing the mobile with THQ's Universomo studio; the mobile version will be published and distribute by THQ via its ValuSoft and Wireless divisions. Vicious Cycle, recently acquired by D3 and who previously worked on the PSP version, will be co-developing Puzzle Quest for Wii and PS2.

Conspicuously absent from the announcement is mention of a PlayStation 3 version, either as a retail product or the more likely PlayStation Network download. We've contacted D3 for information. In the meantime, check out the highly addictive PC demo of the game.

Off the Grid interviews Cheapass Games' James Ernest



Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.

We've been paying a lot of attention to James Ernest over the past few weeks. As the founder, president, and lead game designer at Cheapass Games, he's responsible for a slew of analog games, including Diceland, Enemy Chocolatier, Kill Doctor Lucky, and many others. Despite his busy schedule, Ernest was able to answer a few questions for Off the Grid, and allow us to pick his brain on a variety of topics.

Let's talk a bit about your history. How did you start doing game design? What brought you into the field?

There's probably a fine line between "designing" and "making up" games. I've been making them up forever. In high school I actually designed a chess variant as a key plot element in a fantasy novel. It's not so much a chess variant as a "game you can play with chess pieces," since all the pieces have different moves and different names. I was so interested in making sure the game worked that I spent most of my time testing the game, and not much time working on the novel. I eventually published the game as "Tishai" through Cheapass Games, first as a stand-alone title and later as part of a Chief Herman collection. The novel is, well, pretty much nowhere.

From what I understand, you left Magic: The Gathering publisher Wizards of the Coast to start Cheapass Games. What sort of work were you doing at Wizards, and what prompted the change?

I did work for Wizards of the Coast in various jobs from 1993-1995, but it was never the job I wanted. There was a round of layoffs in 1995 and I volunteered to be among them. At that point I'd designed one CCG that Wizards had optioned (they never published it), and I was building up a collection of original games that I was pretty sure I'd never sell, either to Wizards or anyone else. So I took some of those games and a couple of new ones, and started Cheapass Games in 1996.

Continue reading Off the Grid interviews Cheapass Games' James Ernest

PSP getting VoIP'ed in UK

hit me up, yo
UK telecommunications operator BT has developed software for PSP that will enable Sony's handheld to call other participating PSPs and some BT phones in the UK, and eventually PCs, landlines and other cellies in as many as 100 additional countries. Using the Go!Cam peripheral (currently scheduled for a UK release on May 25), the service will utilize BT's 21 Century Network, which has been designed for IP technology -- supporting both voice and video calling. BT plans to reveal further details during the Leipzig Games Convention in August, but the service's initial launch will be limited to UK calls to and from home or BT-operated wireless hotspots (there are roughly 2,000 scattered in and around airports, train stations, hotels and fast food joints in the UK).

BBC recalls that Nintendo was the first to has also attempted to transform a portable gaming device into a clunky, crippled phone, revealing DSpeak in 2005, which enabled Mario-mimicking VoIP calls -- but the application was never released. Still, with a headset, DS users can make calls to friends while both are playing VoIP-compatible games like Metroid and Pokémon.

Update: PSP games like SOCOM Fireteam Bravo also support player-to-player VoIP communication via a headset.

[Via Engadget]

Off the Grid reviews Fluxx

Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.

Rules are awesome. If you're a fan of games, this is an inescapable truth for you. Every game you play is comprised of a set of rules, ranging from elementary to near-incomprehensible. If it's a digital game, the rules are there; you just can't see most of them. If it's an analog game, though, it becomes your job as a player to know the rules. How else are you supposed to play?

Certain clever game designers have recognized the sheer importance of rules in game design, and have even recognized design itself as a sort of game. The result is games that are about rules – games that make and break their own rules as they're played. The most well-known of these rule-based games is Richard Garfield's Magic: The Gathering. But we're not dealing with that right now.

The most accessible of these rule-based games, however, is a little family game called Fluxx, designed by self-proclaimed hippy Andy Looney over at Looney Labs.

Continue reading Off the Grid reviews Fluxx

Joystiq hands-on: HP's mscape

HP showed off several of its gaming research and development projects at a recent San Francisco media event. The company said that many of these technologies had been in progress before the VoodooPC acquisition, but Rahul Sood and other VoodooPC leaders were able to see the gaming applications of previous research.

I spent some time trying mscape ("mediascape") and discussing the project with some of its engineers. This gaming platform -- which isn't meant to compete with a hardware-and-software solution like the DS or PSP -- has already been used in the real world, unlike most of the in-progress projects demonstrated.

Mscape sits on a PocketPC or other device, presenting an augmented reality game space. Other game designers and companies have tried to bridge the virtual world and the real world, with games that are played on devices by moving around outside. But HP's muscle may eventually help push these new experiences to mainstream gamers.

Continue reading Joystiq hands-on: HP's mscape

Guitar Hero going mobile, just like The Who


Hands On Mobile, Inc. announced today that they have entered into an agreement with Activision to produce a Guitar Hero mobile game for handhelds. While we aren't sure if that means cell phones, PlayStation Portables, Nintendo DSs, Game Boy Advances, HP calculators or all of the above, it's further proof of the massive juggernaut that is the Guitar Hero franchise. Although this franchise was announced before, then canceled, it's now apparently been reborn.

Plus with the announcement earlier today of Harmonix' Rock Band, Ubisoft's Jam Sessions for the DS, and even the Mother 3 soundtrack being made available on iTunes -- it's clear that games and music are currently making waves. It's like the horror genre in movie theaters right now. Soon you'll be seeing things like Hammered Dulcimer Champion and Harmonica Savior hitting store shelves.

We here at Joystiq are really holding out for Kazoo Knights. Wake us when the announcement is on the way.

Forget the field, watch the soccer match on your PSP


Back in my day, everyone brought their fancy new transistor radios to the ball game to listen to the play-by-play. And the players people didn't wear their ball caps backwards, like you young'ns today! And Cracker Jack cost only a nickel! And certain folk weren't allowed on the field, dagnabbit!

Well, the times are a-changin', because soon people attending London Arsenal soccer matches will be able to get streaming stats and replays on their PSPs via a program called S.PORT (Back in my day, dots went at the end of sentences, consarnit). The program even allows live streaming of the game, for when you have to go to use the facilities (Back in my day, they weren't called the "facilities." It was called an outhouse, and it smelled awful. But did we complain? Noooooo.)

At this rate, soon you won't even have to go to your local sports stadium to see the game. With all the technology and such these days, I bet someone'll come up with a way to beam images of the game directly into your home, so you can watch from the comfort of your couch. Boy, won't that be something.

Free T-Mobile WiFi with latest PSP firmware update

Sony's looking to make their latest PSP firmware upgrade, version 3.30, too appetizing for all the homebrew users out there to pass up. In addition to officially sanctioned (albeit tempermental) full resolution video support, Sony has upped the ante by offering 3.30 users 6-months of complimentary access to T-Mobile WiFi HotSpots, available at over 8000 locations across the US including Starbucks, Borders, FedEx Kinko's, Hyatt, Red Roof Inns, Sofitel and Novotel Hotels, and select airports. Yeah, for free.

To access the service, follow PSP Fanboy's handy guide. Have an innate distrust of guides? We'll condense it for you: turn on your PSP within range of a T-Mobile HotSpot, select the T-Mobile HotSpot icon under Network Settings, select [Use Promotional Access] if you ain't got an account already, and then get your game on! Now, if only more PSP games supported Infrastructure mode.

Japan to ban Wi-Fi gaming on planes

Wired's Game|Life passes along word from the Yomiuri Shimbun that "Japan's Ministry of Land, Infrastructure, and Transport plans to ban local wireless gaming from flights," because the Wi-Fi signal could allegedly interfere with airplane instruments. That's odd, because Lufthansa has been offering in-plane Wi-Fi service to its fliers since early 2003, and we don't remember hearing about any navigational problems or horrific plane crashes being caused by the system. The FAA agrees that in-air Wi-Fi is safe -- they approved a United Airlines plan to offer a similar service back in mid-2005.

We suppose it's better to be safe than sorry when dealing with potentially plane-crashing communications interference, but we'd still like to see some definitive evidence of the harm caused by our little portable systems before giving up our in-air wireless multiplayer.

Eidos acquires mobile developer Rockpool Games

motogpUnder the Eidos label, UK publisher SCi has acquired Manchester-based mobile developer Rockpool Games along with sister companies Ironstone Partners and SoGoPlay. The 36 members of Rockpool's staff will join Eidos' New Media division, which was established in 2003 to pursue, in part, a mobile gaming strategy; and has since produced iterations of Tomb Raider, Hitman, and Championship Manager. "We believe that the global market for mobile games is set to grow considerably over the next few years from around US $3 billion in 2006 to US $10 billion in 2009," said SCi chief exec Jane Cavanagh.

Rockpool is previously responsible for mobile versions of Worms, MotoGP (pictured), and TOCA Race Driver. Ironstone Partners is the company's licensing division and also manages the Epyx back catalog (California Games, Impossible Mission), while SoGoPlay develops casual games for mobile and PC platforms.

Nokia patent transforms stylus into joystick

nokiaNokia's patent for a simple, but brilliant mobile joystick has been approved. As pictured, it's a stylus that, once secured into a central socket, is converted into a gaming backbone. Here's the patent mumbo jumbo:

"A method for integrating a pointing device into a handheld device, the method comprising the steps of: rotatably mounting a ball within a socket defined by said handheld device, said ball defining an orifice for receiving a stylus, said socket being configured for generating to a processor of said handheld device electrical signals indicative of movement of said ball in response to movement of said stylus; and imparting pointing device logic to said processor for responding to said signals."
(Easier done than said...)

[Via CrunchGear]

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