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April 2nd, 2009, 08:53 Posted By: wraggster
Microsoft has just announced the release of Windows Server 2008 Foundation. Codenamed Lima once upon a time, this release is being billed as a low cost alternative to Windows Small Business Server. Squarely aimed at the OEM set (Dell, Hewlett-Packard, Lenovo, and various Chinese software pirating syndicates have already have expressed interest), this licensing scheme limits the server to fifteen users (even as a member server on a Windows domain), doesn't include hypervisor, and does away with the need for Client Access Licenses (CALs). With today's announcement, Foundation is available in 40 countries in English, Traditional and Simplified Chinese, Japanese, Brazilian Portuguese, Spanish, and Turkish.
http://www.engadget.com/2009/04/01/m...n-server-2008/
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April 2nd, 2009, 08:44 Posted By: wraggster
Massive news hit IGN Australia this morning with the leak of what appears to be the design documentation for the next Grand Theft Auto instalment. According to photos provided by a reliable source, these images show 'Grand Theft Auto: Harbour City' – set in a fictionalised Sydney, Australia in the 1970s. What's more, the developer appears to be 'Rockstar Bondi' – formerly Team Bondi, makers of the mysterious and oft-delayed L.A. Noir.
This image has not been altered. Click for a larger version.
IGN has come into the possession of two photos, allegedly taken at the Team Bondi studios last week, showing the cover - the 14th edition of the 'Grand Theft Auto: Harbour City' design document – and a page outlining the overview, key points and gameplay hooks. The email claims that these were taken on an old Nokia handset and had to be "done in a hurry".
This image has not been altered. Click for a larger version.
We've done our best to transcribe what we can make out, and we've indicated points where the text was too grainy to be sure:
Grand Theft Auto: Harbour City expands and improves on (ed: not sure) the benchmark Grand Theft Auto IV from Rockstar North, bringing Rockstar Bondi (formerly Team Bondi) into the spotlight (ed: not sure).
Set during the 1970s(?), the story follows Harbour City resident and low-level thug, Tresle(?) 'Thumb' Conroy (ed: not sure), from his accidental invitation(?) into the high rollers' gambling circuit(?) (ed: not sure) through to dominance of the city's underworld, financial district and celebrity system(?). The tone pays reference to famous Australian con-films(?) 'Chopper' and 'Dirty Deeds'.
The game's mission-based structure will remain in place, with a greater emphasis on side-missions, environmental interactivity and destructibility. Harbour City will run on an enhanced version of the Rockstar Advanced Game Engine supported by the continued licensing of the Euphoria animation engine.
Missions will take players across the iconic Coathanger (Sydney Harbour Bridge) and Harbour City Amphitheatre (Sydney Opera House), into the sleazy (Seedy? Sassy?)(ed: not sure) Knight's Crown (Kings Cross) and Greenleaf (Redfern) districts, into the surrounding beach communities of (Sheldon? Shevon? Slebbon?) (ed: not sure) (Bondi) and through the tangle of city streets and inner-city residential suburbs.
While Harbour City takes cues from Sydney's urban landscape, a portion of the Australian outback will also feature (ed: whaaaa? Seriously?).
Tantalisingly, the Motifs section points out some of the game's potential themes:
High rollers (ed: not sure), gambling, beach lifestyle, c--(?) (ed: not sure), information (immigration?), drug-running, military ---(?) (ed: not sure), Australiana, celebrities, street racing, nautical activities, committees(?)(ed: not sure)
Finally, the release date is listed as October 2010, which sounds about right to us in terms of timing. The logo looks vaguely retro, which also fits a possibly 1970s setting. The 'Gameplay Hooks' section lists a branching story arc, what we think says 'Enhanced Euphoria animation' and environmental destruction, as well as online stock trading and, tantalisingly, co-op mission structure.
A close-up of the Harbour City skyline.
There are a few other curiosities on offer here. There's a single image of what looks Sydney – Centrepoint Tower appears to be visible. It's not clear whether this is a screenshot, target render, a photograph or conceptual art. We've blown it up for your dissection.
The Rockstar Bondi logo?
Team Bondi has been mysteriously quiet lately, leading some to suspect that their previously announced project, L.A. Noir had been cancelled. However, it appears that Rockstar was impressed with the studio's work – to the point where they've effectively handed them the keys to the GTA castle. Incorporating Team Bondi makes a lot of sense, as does a rebrand to fit under the Rockstar banner. There also appears to be a new Rockstar logo in the bottom-right corner of the page, in green and gold – very Australian.
At this stage, these photos are all we have to go on. We're currently seeking comment from Rockstar's local PR arm to confirm or deny the authenticity of these images and we'll update this article accordingly.
http://uk.pc.ign.com/articles/968/968383p1.html
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April 1st, 2009, 11:05 Posted By: wraggster
EA has released a de-authorisation tool for its controversial SecuROM digital rights management system.
SecuROM-protected games only allow installation on up to five PCs. Although this is not being changed, the new tool allows users to de-authorise particular machines on the list, thus freeing up "slots" for new installations on other computers.
In fact, de-authorisation needs to be done with game-specific tools, but EA has also made a de-authorisation management tool available. This will show all EA PC games released after May 2008 that are installed on a users machine, and tell the user how many computer authorisations are available for each.
De-authorisation doesn't uninstall the game, so it can be re-activated later if a free slot is available.
Affected games include Spore, Mirror's Edge, Mass Effect, Burnout Paradise, Dead Space and Red Alert 3.
http://www.gamesindustry.biz/article...uthorisation_2
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April 1st, 2009, 11:01 Posted By: wraggster
The first few months of the life of Sports Interactive's MMO title Football Manager Live is "going to plan" according to studio director Miles Jacobson.
The game has now grown to encompass over 23 game worlds of 1000 users each, progress which Jacobson is happy with.
"It's going alright. The SEGA ops team is being very proactive in launching new worlds when existing ones are full," he told GamesIndustry.biz. "So it's kind of going to plan - obviously if it was going perfectly we'd have 1 billion subscribers playing," he joked, "and eventually 6 billion, but realistically with the economy the way it is we're doing pretty well...
"We're certainly doing well enough for SEGA to keep pushing us with more content, and certainly the flexibility of the business model is there. When we initially launched the subscriber periods were 3-, 6- and 12-month subscriptions having to pay upfront. We've looked at that, at the comments coming back from people who said they're interested but maybe haven't subscribed, and we've now added another business model which is more like a mobile phone contract - the longer you agree to subscribe for, the cheaper it is, and you pay per month."
He also explained that the company wasn't worried at this point about churn, usually the bane of an MMO's financial existence.
"Well, churn so far has been very low, but then when subscriptions started in January they were a minimum of three months - and when the retail version came out at the end of January it was four months. So we'll probably have much better stats on churn rate at the end of April and May.
"Certainly at the moment it's not something we're concerned about - people seem to be enjoying the game. We know where we expect churn levels to be and they seem to be lower than that at the moment."
http://www.gamesindustry.biz/article...-going-to-plan
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March 31st, 2009, 23:51 Posted By: Shrygue
via Computer and Video Games
Blizzard's released the first proper in-game Diablo III shots via its latest Blizzcast (that's a Podcast for WoW obsessives).
They show an inventory with all sorts of sapphires and axes, plus menus that don't look nicked from World of Warcraft at all. Ahem. That controversial art direction's still there as well.
There's no date yet but our finger's are firmly crossed and praying for 2009.
Screenshots here
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March 31st, 2009, 23:05 Posted By: Shrygue
via IGN
WHAT: EverQuest II's game update "Elements of Corruption" features conflicts rising between old enemies as the island of Lavastorm is invaded by Void creatures. Players will be treated to multiple feature updates and changes to Lavastorm itself.
This update also brings new solo content, robe appearance, and weapon slots, along with new sets of armor that will be available for purchase, featuring new stats and appearances.
"Elements of Corruption" Features:
- Lavastorm Revamp: Lavastorm has undergone a huge make-over. The beach areas at the entrance have been extended as the Void creatures encroach on Najena's territory. In her efforts to fight back, it appears that Najena decked out the Lavastorm elementals with some eye-catching new armor! There are more than 20 new quests available for levels 45-55 and a whole new set of level 80 solo content.
- New Dungeons: Players will notice three new dungeons in this update. Groups of tradeskillers can provide emergency help to a stranded raid by building the escape portal in their own version of the Palace of the Ancient One. Up to twelve adventurers can enter Najena's Ward of Elements in an attempt to save Najena from the agents of Munzok. Full raid groups will be asked to venture into Munzok's Material Bastion and find ways to defeat Munzok the Corruptor himself.
- Guild Hall Trophies: Want to show off your guild's awesome fighting skills? Now you can display a trophy mounted with the head of the raid mob you killed to display in your Guild Hall.
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March 31st, 2009, 22:15 Posted By: Shrygue
via Computer and Video Games
Microsoft's encyclopaedic MSN Encarta websites and related software are set to be discontinued this year.
MSN Encarta will shut worldwide on October 31 excluding in Japan, where it will run for a further two months.
MS will also stop supplying Encarta software products for sale from June 2009.
"... The category of traditional encyclopaedias and reference material has changed," the company explained, without direct reference to Wikipedia. "People today seek and consume information in considerably different ways than in years past.
"Microsoft's vision is that everyone around the world needs to have access to quality education, and we believe that we can use what we've learned and assets we've accrued with offerings like Encarta to develop future technology solutions," it added.
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March 31st, 2009, 00:36 Posted By: wraggster
Publisher Paradox Interactive together with developer 1C: Ino-Co, revealed new details on the Party System in Majesty 2: The Fantasy Kingdom Sim during GDC.
Alexey Kozyrev, CEO and Producer at 1C: Ino-Co, explained the role and advantages of a party within the game whereby a group of heroes team-up to fight together. "In Majesty 2 we try to make the heroes mutually complimentary, so that in parties they become stronger than each hero alone. You could say the principle of '1+1 = 3 applies."
Compared to the original Majesty game created by Cyberlore in 2000, the party System will be of much greater importance in Majesty 2. Players will find it more advantageous to form their parties of several classes of character. By joining a party, heroes will be able to realise their full potential as their weaknesses will be offset by the strengths of their companions. For example, a Warrior will be able to brandish his sword in melee combat without the fear of losing all of his health quickly in intense close quarters fighting if he were a lone hero, as his Mage and Archer companions will be able to provide range support for him against their enemies. Heroes of higher levels acquire special abilities designed especially for teamwork.
In contrast to the original game, in Majesty 2 players form parties of heroes themselves. The formation of a party is akin to creating a small battle unit, with the group acting more bravely in combat than alone if they stick together. Some characters will acquire new abilities that can only be used in a group. For example, a Hero-Elf increases the speed of slower members of the group.
A game presentation form earlier this year is available here:
Majesty 2 is scheduled for release during 2009 and will be published worldwide by Paradox Interactive. It will be available for digital download at all larger digital download portals.
Read more about the game at: http://www.majesty2.com
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March 31st, 2009, 00:34 Posted By: wraggster
Don't have a lot of time to leap into a multiplayer online gaming session, but still like the depth of these titles? Been looking for a side scrolling arcade styled action RPG? You're in luck, because Nexon America just announced today that Dungeon Fighter Online will be coming to North America in the second half of 2009. Released as Dungeon & Fighter in Asia, players create a character from one of five character classes: Swordsman, Fighter, Gunner, Mage and Priest, each of which has their own customizable sets of skills and class specializations. These characters can either explore dungeons in the land of Arad individually or team up with other online players to go through multiplayer specific areas.
Players will be able to tailor their characters thanks to a large variety of items that will be included within in-game item shops. While the game will be free to play, extra equipment can be purchased via stores as well to further augment your characters. What's more, players will also be able to go head to head with opposing players, entering a player versus player arena that's auto-balanced to ensure competitive matches.
"With its dynamic gameplay coupled with classic retro arcade feel, Dungeon Fighter Online is a household title in Asia," said Min Kim, vice president of marketing for Nexon America. "Few games are able to make an impact in one genre. Dungeon Fighter Online delivers in two; as a great fighting game and as an engrossing social experience. We look forward to delivering this amazing experience to North American gamers later this year." With an art style that's reminiscent of classic arcade side-scrollers like Final Fight or Magic Scroll, Dungeon Fighter Online will enter beta testing this summer.
http://uk.pc.ign.com/articles/967/967850p1.html
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March 30th, 2009, 21:40 Posted By: wraggster
Microsoft still hasn't nailed down all the specifics about its much talked about Windows 7 Starter Edition, but it looks like the company is all too happy to talk up a few of the potential side effects of the OS variant, including the promise of some actual $200 netbooks by this coming holiday season. Apparently, Microsoft sees netbooks running Windows 7 Starter Edition as all but replacing current entry-level Linux-based netbooks, which it says see a "disproportionate amount of returns," although the company insists that it will still market Home Premium as the default option for most netbooks. Microsoft also says that's it's going out of its way to make Windows 7 as accommodating for netbook manufacturers as possible, adding that it has cleaned up the system tray and "made some other concessions for the OEMs to help with branding."
http://www.engadget.com/2009/03/30/w...-200-netbooks/
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March 29th, 2009, 18:18 Posted By: wraggster
In a relatively hush-hush manner, Intel recently slipped out energy saving versions of its Core 2 Quad Q8200, Q9400 and Q9550 CPUs, all of which are suffixed with a simple "s." Put simply, these S-Series chips are built using the same 45 nanometer process technology as used on the regular models, and aside from TDP, all the specifications are exactly alike. The difference comes in power consumption, as the S crew sucks down just 65 watts compared to 95 watts in the standard issue models. Tom's Hardware had a chance to handle, benchmark and report on these new power sippers, and lucky for you, they found performance to be equal to that of the higher power chips. Granted, you'll have to pony up a few extra bucks in order to treat Mother Earth (and your energy bill) better, but at least we're working down the power ladder instead of the other way around.
http://www.engadget.com/2009/03/29/i...mption-to-65w/
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March 28th, 2009, 14:59 Posted By: wraggster
Security experts around the world will be watching on April 1, when the widespread Conficker worm is scheduled to call home to mystery domains. The creators of Conficker, also known as Downadup, are playing a cat-and-mouse game with the security posse organized by Microsoft. The April 1 date could even be a Conficker distraction.
April 1 brings on the age-old tradition of jokes and pranks. But this year, April 1 will be more than just April Fools' Day.
The first day of April 2009 is when security analysts around the world will watch to see what happens to thousands of computers because of the Conficker worm, a family of malware that is now widespread and affecting 10 million computers.
Conficker, also known as Downadup, is spread in three ways, including via exploit, weak passwords, and the use of autorun.inf files which are copied to USB drives.
Cat and Mouse
Graham Cluley, a security analyst with Sophos, said it's not possible for analysts to figure out what the payload could be because it's not yet present in the Conficker code.
"Some people have got rather confused as to what the April 1st deadline really means," Cluley said in an official blog post. "The truth is that Conficker is not set to activate a specific payload on April 1st. Rather, on April 1st Conficker will begin to attempt to contact the 50,000-a-day potential call-home Web servers from which it may receive updates."
Beyond that, Cluley said there's no guarantee the download will even occur on the first day of April. It all depends on when the authors of the malicious code choose to register a domain out of the 50,000 listed each day.
Jart Armin, a security expert with HostExploit, agrees. "The April 1st date would appear to be speculation; in the four or so worm variations seen so far, all have had various 'call home for an update' dates, times and varying locations," Armin said. "Conficker remains a dangerous threat, but its masters are obviously playing a cat-and-mouse game with the community, constantly matching any publicized anti-measures, and it's normal business as usual for malware in general."
Armin warned that the authors of the code may be using April Fools' Day to distract people while they commit other attacks. "It is important to remember, when observing illusionists as in this case, to also watch what the other hand is being used for," he said.
Bounty Still Out
While the Conficker masters iron out details, businesses are planning countermeasures to fight the virus.
In February, Microsoft announced a collaboration dubbed the Conficker Cabal with other industry leaders, including AOL, F-Secure, Arbor Networks, and VeriSign, to put together a coordinated response to the worm.
The software giant has been working with the Internet Corporation of Assigned Names and Numbers (ICANN) and operators of Domain Name Systems to find a way to disable the domains targeted by Conficker. Microsoft has also posted a $250,000 bounty for information that results in the arrest and conviction of those responsible for launching the malicious code.
http://www.sci-tech-today.com/news/C...d=12200DMF84RM
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March 28th, 2009, 10:51 Posted By: wraggster
BioWare knows there were a few technical issues with Mass Effect. Rather than putting the blinders on and forging ahead, the team took a step back and looked at what in the development process caused those problems to exist and then came up with a new process for the sequel. As Corey Andruko, project manager for Mass Effect 2 summed it up at the close of BioWare's talk on its iterative level design process at the Game Developers Conference, "We had a little bit of a hitching on the Citadel…maybe the loading on the elevators was a little long…We definitely feel we would have been able to resolve these problems."
So what has been changed this time around and how will that make Mass Effect 2 a technically superior process? Dusty Everman, lead level designer, and Andruko explained just that with the help of some work-in-progress gameplay footage of the upcoming game.
First, the juicy details. The two videos that were shown offered a montage of the phases of production Mass Effect 2 has gone through. The first video was all combat and began with just a blocked out level, before cycling through various levels of production until a near-final version was shown. Since everything was still a work-in-progress, it is hard to speculate too much about what was seen, but I will anyway. The heads-up-display looked different from Mass Effect, but the combat was largely the same. The player could be seen attacking a few enemies on the far side of a room with a gun and taking cover up against a few crates.
BioWare conveniently didn't use the traditional Shepard model in the combat video and the teasing got even worse in the next video. This one featured dialog, but never directly addressed the hero or offered the hero himself actually talking. The generic player character was wearing an N7 set of armor, though. The only talking came from a female Asari character named Seryna. The squad was in a flying car, moving on an air-highway through a crowded city. Seryna was giving a briefing on the upcoming combat mission which would involve storming a penthouse where mercs were sure to be waiting for some action. The scene ended with the hover car landing outside of the penthouse building and the group climbing out of the car. Perhaps more extensive planets and cities will be included in Mass Effect 2 that feature multiple locations to explore instead of just one main hub.
Now you may be wondering what these work-in-progress videos were used to showcase. To get there, we'll have to take a step back to the beginning. Mass Effect was created with a work-flow that began with the writer who would create both the plot and basic 2D level design. From there, production would extend to blocked out levels and then on to full production. At the end, each level would be optimized for performance.
You can probably see where the issues cropped up.
With everyone working in closed vacuums, or silos as BioWare described them, it forced people to focus on disciplines rather than the levels as a whole. This meant that iterations in one "silo" could produce extra work in others. This forced unplanned work to crop up, late reviews of content and sometimes caused content to be cut entirely. And as Everman explained, "...you would have intractable performance issues. It wasn't because we didn't try to fix those framerate drops... the way to do it would have been recreating entire swaths of content." As an example, Everman mentioned that the Caleston level of Mass Effect was originally supposed to be much bigger. Unfortunately, the production process caused level layout and story problems which forced major sections to be cut.
With Mass Effect 2, each level moves through phases of creation. The basic premises the team is working under include having every level always be playable, always built on a foundation and always be at performance. This means technical hitches cannot persist. "When the framerate starts dipping," said Everman, you must "fix them then and there."
http://uk.pc.ign.com/articles/967/967524p1.html
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March 28th, 2009, 10:48 Posted By: wraggster
Last year, Nexon introduced a free first person shooter known as Combat Arms, which placed players in a warzone with soldiers of fortune. Characters could customize their warriors with different weapons that were purchased on the game's "Black Market," and could also change character models and equipment thanks to the in-game currency and experience system. Flexible and arcade like, Combat Arms allowed the developers to introduce loads of additional content, like holiday themed equipment. At GDC, I got a chance to check out the latest extras being added to the game, which will be even more tongue in cheek: Nut Shots.
That's right, you'll now be able to score instant kills for blasting the nether region of male opponents. This isn't the easiest shot to make, but once you do, a large logo is emblazoned across the screen declaring your deadly aim, bracketed with an image of exploding walnuts. Players in other sections of the map are made aware of your accuracy with a golden squirrel icon, similar to the golden skull that pops up whenever a head shot has been successfully made. Obviously, female characters can't suffer from this fate, but they will giggle whenever they make one of these shots. Male characters also laugh when they land one of these blows, and whatever further humiliation you wish to inflict on your targets is up to you.
Another element that makes the inclusion of Nut Shots in the game stand out is that you're not restricted to sniping or blasting in close quarters. Players can also use melee weapons like knives or scythes to collect this accolade. This feature is timed to roll out in April's update for the game, and while it's essentially a standalone feature that will make players laugh, it wouldn't be too surprising to see future updates potentially turning the Nut Shot into a central part of the gameplay.
http://uk.pc.ign.com/articles/967/967442p1.html
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March 28th, 2009, 10:45 Posted By: wraggster
Capcom has been very tight lipped about facets of Dead Rising 2, with much of the information about the zombie killing action sequel released in one press release and a few screens. We were keeping our fingers crossed that there would be something – anything – released about the upcoming game at GDC, and luckily, we managed to glean a few little nuggets from the show. During the Platform Independent Shader Development with mental mill – Making of Dead Rising 2 panel, Izmeth Siddeek, the character art lead from Blue Castle Games detailed how the development team needed to focus on creating large amount of characters that had to be lit and shaded properly, as well as a number of other design hurdles overcome with the mental mill program. Thanks to the program's shaders, the Blue Castle team was able to create unique eye and cloth shaders, as well as skin shading that looked natural and realistic that could be applied to large numbers of characters and zombies on screen at one time.
However, it was Laura Scholl, the Product Manager of mental mill, that made some of the largest bits of news out of the panel. Mentioning a conversation that she'd had with Siddeek about the use of the program, she stated that Siddeek confirmed that Dead Rising 2 will frequently track at least 800 separate clothing textures to provide the sense of unique zombies onscreen. What's more, thanks to the elements that Blue Castle are using from mental mill to quickly mass produce characters for the game engine, players could experience as many as 6000 characters onscreen during multiplayer sessions.
That last stat bears repeating for two separate reasons: first, there was no prior admission of multiplayer within Dead Rising 2, which will be a pleasant surprise for Dead Rising fans. Secondly, to face off against up to 6000 separate zombies at a time will definitely be a daunting, but thrilling prospect. Although no other details on multiplayer or the game were provided, it definitely was an exciting statement to hear. We contacted Capcom for comment, but did not receive any word as of publication of this news piece.
http://uk.pc.ign.com/articles/967/967248p1.html
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March 28th, 2009, 10:42 Posted By: wraggster
At the Game Developers Conference still in full swing Frogster has secured the rights to further territories and language versions of Runes of Magic. The management team of Frogster Online Gaming has been granted the exclusive rights for all further European language versions of Runes of Magic for Europe as well as the exclusive licence for the for the Spanish language version for the USA and Canada. This means that the Frogster Group is now holding, along with the Korean licence, all of the licences for Europe with the exception of Turkey. In securing these licences, Frogster has risen to become the de facto almost sole publisher of the international blockbuster MMORPG in the western hemisphere.
In its first week of sales in German retail, Runes of Magic has simultaneously moved into the top spot in the GfK (Society for Consumer Market Research) sales charts. The German boxed version of the MMORPG leapt straight from out of the blocks to the top of the chart for PC games in the segment below 28 Euro, knocking the genre king, World of Warcraft, from the throne. Taking the PC title sector as a whole, the virtual fantasy world peaked in second place according to units sold among current full-price titles.
"Although Runes of Magic is available worldwide as a free download, we have been able to create a very successful boxed product for the German-speaking market by assembling an attractive item and collector package", commented Rolf Kl?ppel, Frogster's Head of Marketing and PR, discussing Runes of Magic's chart entry in the industry magazine "GamesMarkt". "Within incredibly short time we have managed to create a hype around Runes of Magic which is reflected by having 700,000 registered players already. Following on from the successful online marketing, we are now experiencing a strong impact on the retail market."
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March 28th, 2009, 10:39 Posted By: wraggster
Sanrio Digital (www.sanriodigital.com) and Aeria Games & Entertainment Inc. (www.aeriagames.com), a US based online games publisher, today announced they are partnering to launch Hello Kitty Online in North America. The announcement was made at the 2009 Game Developer Conference, held at San Francisco's Moscone Center from March 23-27. Hello Kitty Online is the eagerly anticipated official massively multiplayer online role-playing game (MMORPG) of the Hello Kitty universe. Aeria Games will manage North American online publishing and game service operations for Hello Kitty Online. Sanrio Digital will manage retail publishing of the game and operate SanrioTown (www.sanriotown.com), the Sanrio-themed portal and social networking site integrated with Hello Kitty Online.
"Sanrio Digital is very excited to partner with Aeria Games, who will be our online publisher and operator for Hello Kitty Online in North America. With Aeria Games' leadership position in the free-to-play casual MMO sector and Hello Kitty brand awareness among the underserved female gaming audience, Hello Kitty Online will grow into a leading social gaming destination for teens and female adults," said Robert Ferrari, Vice President of Publishing & Business Development of Sanrio Digital.
"Aeria Games is honored to partner with Sanrio Digital to introduce Hello Kitty Online to the North American audience. Given the global, well-loved brand and the advanced game design, we believe that Hello Kitty Online will propel the casual free-to-play MMO industry into the mainstream," said JT Nguyen, Chief Marketing Officer of Aeria Games.
Hello Kitty Online is the official MMORPG based on the popular Sanrio characters. The game, currently in its beta stage, will launch in various territories throughout 2009, using a free-to-play model with optional premium upgrades. Players will explore and experience magnificent adventures in the magical and cute world of Sanrio Land as they interact with other players and more than a hundred Sanrio characters, including Hello Kitty, Badtz-Maru, Cinnamoroll, and many others.
Hello Kitty Online is one of few MMORPG titles targeting a female gaming audience. Aside from redefining traditional MMO gaming with the inclusion of integrated social media services provided by SanrioTown, Hello Kitty Online connects the virtual world with real world charity events: during past beta events, Sanrio Digital translated player activities into real donations to charities such as UNICEF. Sanrio Digital intends to continue charitable initiatives as part of North American strategy for Hello Kitty Online.
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March 28th, 2009, 10:38 Posted By: wraggster
Sony Online Entertainment's massively multiplayer online games The Agency and DC Universe Online are now expected to be ready sometime in 2010. Joystiq is reporting SOE president John Smedley let loose the details during a talk entitled 'An industry perspective on how new online games will reach the masses.'
Both The Agency, a spy-themed MMOG, and DC Universe Online, a superhero-themed MMOG, are expected to be released for Windows PC and PlayStation 3 platforms.
http://uk.pc.ign.com/articles/965/965891p1.html
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