Nintendo Wii: Video Clip Shows Controller In Use

Nintendo Wii: Video Clip Shows ControllerNintendo’s Wii is holding a controllers for video games and the controller is central to the Wii. While the xbox 360 and playstation 3 have gone for sheer processing power, the Wii is definitely going for the fun, sociable gaming side. Differentiating like this could make it a winner.

In the run up to the pre-xmas release of the Wii, there’s a number of promotional video popping up. We saw this one today and it’s a good indication to the type of applications of the controllers and games that will be possible.

Mission Impossible 3: Parallel Mobile and DVD Release on Nokia N93

Mission Impossible 3: Parallel Mobile and DVD Release on Nokia N93Nokia is to have Mission Impossible 3 released on memory cartridge in parallel with its releases on DVD – making it the world’s first mobile premiere.

The complete film will be on a 512Mb miniSD card, running at 25fps and be exclusively available with the N93. As of next week purchasers of the N93 will get the film included.

Given the gadget fest that M:i:III is, it’s pretty appropriatte.

It’s a European deal between Nokia and Paramout Pictures, making it available in the UK, Finland, France, Germany, Hungary, Ireland, Italy, Portugal, Spain and Turkey. The content will be protected, so it cannot be watched on a PC or transfered to another memory card,

Mission Impossible 3: Parallel Mobile and DVD Release on Nokia N93Nokia has been trying very hard to its launch, this is the first deal to link it with watching films.

Tuula Rytilä-Uotila, director of Multimedia at Nokia buzzed, “With this package, we want to highlight that the Nokia N93 is not only a fantastic movie-making device, but that it is also a portable video player, allowing users to enjoy movies wherever, whenever.”

Unlimited Learning Report: Video Games In Learning Released

Unlimited Learning Report: Video Games In Learning ReleasedA new report examining the role computer and video games can play in education was released today by ELSPA (the Entertainment and Leisure Software Publishers Association), in association with the UK Department for Education and Skills’.

Entitled ‘Unlimited Learning: The role of computer and video games in the learning landscape’ it uses a number of exclusive case studies on the benefits of games when used in learning. An example is a college in Nottinghamshire who results appear to be near unbelievable. They’ve seen key skills increase to a 94% success rate, compared to the national benchmark of 22%. They attribute much of this to incorporating the commercial game ‘Neverwinter Nights’ into its teaching plan.

Lord Puttnam of Queensgate CBE summarised, all be it at length, the major points, highlighting the strengths of the method, “Increasingly video games are being recognised as a powerful tool for learning. Yes of course they are entertaining and a lot of fun, but they’ve also the ability to inspire and motivate. They hold out the tantalising prospect of personalised, responsive and thoroughly enjoyable learning experiences, irrespective of age, or ability. They can promote ideas, they can stimulate conversation, challenge thinking and, critically for the future of our highly skills-dependent economy, they can encourage problem solving.”

Unlimited Learning Report: Video Games In Learning ReleasedSome will find it surprising that it’s not just young joystick twitchers that are benefiting from learning through games. E-learning expert, Professor Stephen Heppell, who has been studying this area for years explained, “The curious thing is that we’re seeing people playing games and challenging themselves with their computers right across the age range, literally womb to tomb. (We take our hat off to him for being the first person to use the ‘Womb to Tomb’ phrase, which, from this point forward, we will never tire of using.)

Of course there will be many cries of education being dumbed down, but I clearly remember chatting to friends at school about how much easier it would be if what we needed to learn could be set to music – given that we knew the lyric of every song that we liked.

Report: ‘Unlimited Learning: The role of computer and video games in the learning landscape’(PDF)

UK Internet Gambling Firms Hit By US Online Betting Ban

UK Internet Gambling Firms Hit By US Online Betting BanMillions of game-toughened poker faces are showing signs of impending blubbering as the US Congress unexpectedly passed anti-online gambling laws last week.

Moreover, the new laws are set to hit Britain’s Internet gambling companies hard, with many of the US big players being based in the UK.

Shares of internet gambling sites like PartyGaming, Sportingbet and 888 plummeted as the new legislation made it unlawful for credit-card companies to collect payments for transactions with online-gaming sites.

The laws – contained in The Safe Port Act – are now just a George W. Bush signature away, with the President expected to put pen to paper within the next two weeks.

UK Internet Gambling Firms Hit By US Online Betting BanThe new laws will wipe out US revenue for London-based online-gaming companies, with PartyGaming saying that they’d suspend business with US residents as soon as the law takes effect.

For PartyGaming it’s a calamitous blow. With more than half of the company’s revenue coming from US residents, share prices plummeted by 60 per cent, while 888Holdings – who enjoy a similar percentage of US revenue – saw its share price crash 45 per cent.

In a Stock Market announcement, the company said:

UK Internet Gambling Firms Hit By US Online Betting Ban“After taking extensive legal advice, the Board of PartyGaming Plc has concluded that the new legislation, if signed into law, will make it practically impossible to provide US residents with access to its real money poker and other real money gaming sites. As a result of this development, the Board of PartyGaming has determined that if the President signs the Act into law, the Company will suspend all real money gaming business with US residents, and such suspension will continue indefinitely, subject to clarification of the interpretation and enforcement of US law and the impact on financial institutions of this and other related legislation.”

888 Holdings has already suspended its US operations, commenting that, “the board will continue to seek clarification of the overall US legal position to determine whether and to what extent if any resumption of participation by US customers is feasible”.

“At present however no assurance can be given that this will be possible,” they added.

Bizarrely, the anti-gambling legislation has been bundled in with The Safe Port Act, which is all about raising $3.4bn to “make ports safe” from evil terrorists by adding security measures like increased goods containers inspections.

PartyGaming Stock Exchange statement

Reservoir Dogs Game Pre-Review: EIEF06

Reservoir Dogs Game Pre-ReviewIt’s been a cult movie staple for over 15 years but, from Friday, you’ll be able to interact with Mr Pink, Mr White, Nice Guy Eddie and the rest of Quentin Tarantino’s be-suited robbers as Eidos launches Reservoir Dogs, the game.

Attendees of the EIEF were treated to a special preview on Tuesday by members of the Volatile Games development team.

Dressed appropriately in black suits, Ben Fisher and Ian Pestridge delivered a presentation that was every bit as slick and sharp as they game they have designed.

Fisher conceded that Reservoir Dogs was perhaps not an obvious choice of movie for a game version. It is dialogue heavy, there’s a lot of characterisation and only a few main locations. On the other hand there are excellent elements on which to build a good gaming experience; a heist, tons of gunplay, dramatic escapes and multiple different points of view.

So, what’s it like?
From the start Reservoir Dogs is a smart, hip game. From its snappy animated menus to its sleek black, white and red colour scheme, the whole look and feel of the menus echoes the retro stylings of the movie.

Each level is preceded by a recreation of a classic scene. A total of 15 minutes of movie time was recreated digitally, complete with the razor-sharp dialogue for which Tarantino became famous. The recreations set the tone beautifully before players are thrown into a variety of violent situations from which they must escape to progress to the next level.

Reservoir Dogs Game Pre-ReviewWe said the graphics were realistic but so is the dialogue and each level is accompanied by excerpts, with each character having over 200 lines.

The team demonstrated Level 1, a ‘shoot-em-up’ with Mr Blue’s escape from the heist. In superbly realistically rendered animation, the player must exit the scene of the failed heist as cops close in. So far, so standard ‘shoot-em-up’, but there is a twist. The development team has included different styles of play so you can choose to just go bananas and shoot everybody (the psycho approach) or you can negotiate, barter or just intimidate your way out of the situation (the professional approach). This addition adds variety and depth to the gaming experience; in fact Ben Fisher reckoned it’s possible to complete the entire game without firing a single bullet. The game rates your style at the end of each level and cleverly adjusts to respond to your approach, allowing you to invent your own reservoir dog.

So what about variety?
The game remains faithful to the Tarantino ‘universe’ but it would have been very linear and predictable if they had just followed the movie. Instead they have taken elements from the movie and developed additional material. Thus players can engage in the escape from the heist, take part in car chases and go to places only mentioned in passing in the movie. The team has created individual timelines for all the characters for the whole 24 hours of the movie and players can chop around, moving back and forwards in time, from one event to another.

The new material has been thoroughly researched to fit with the look and feel of the original. As Fisher pointed out, Tarantino has never directed a car chase so they were careful to draw inspiration from the sort of 70’s movies (like Vanishing Point) that would have influenced him.

Reservoir Dogs Game Pre-ReviewThis approach includes the music. Eidos licensed all the original music from the film but more was required to fit the length of the game. Some was written in-house and additional tracks were licensed including some stupendously funky 70’s driving music to accompany the car chase.

And what about that ear cutting scene?
Reservoir Dogs the game would hardly have been complete without the single most (in)famous scene from the film, the ear cutting scene. Sure enough, it is in there and, yes, you can cut off the cop’s ear (though it’s not obligatory, especially if you are playing pro style). However, Fisher was quick to point out, the team chose to carry this out in the style of the movie so the camera cuts away as the event happens allowing your imagination to do the work, just like Tarantino did.

End credits
There’s no doubt, Eidos and the Volatile Games team have gone to a lot of trouble to craft a game that’s true to the spirit of the original movie. They have lovingly recreated the atmosphere and the music but have had the imagination to extend the world beyond that in the movie to provide a rich and varied gaming experience. The multi-style mode of playing adds further depth and dimension making the game play differently every time. The whole package is as imaginative and witty as the original, play it and you’re bound to be spouting Tarantino-esque dialog for months to come.

Pre/order: Amazon UK
Reservoir Dogs (PS2)
Reservoir Dogs (Xbox)
Reservoir Dogs (PC DVD)
Pre/order: Amazon US
Reservoir Dogs (PS2)
Reservoir Dogs (Xbox)

Current trailer

Commodore 64 Emulated In Flash

Commodore 64 Emulated In FlashHow fantastic is this? A couple of turbo-code monkeys have written a Commodore 64 (C64) emulator that runs within Flash on a Web browser.

Darron Schall from Pennsylvania and Claus Wahlers from Brazil have been working together to create this beauty.

The Flash code emulates the C64 main CPU, the 6510 (a derivative of the 6502) and most of the other chip-ery, allowing the loading of old Commodore 64 programs and run them.

The C64 was a revelation when it was first released in 1982, opening up personal computing to a whole new generation, offering the shockingly large 64k of RAM and the ability to load and save programs to a trusty audio tape recorder.

Software emulating old computer circuitry has been around for quite some years, with MAME (Multiple Arcade Machine Emulator) being a very strong example that’s coming up for its 10th birthday.

Commodore 64 Emulated In FlashMAME was a huge revelation when it first arrived, letting users load up the ROM sets from old arcade machine and play them as if it was on the original hardware.

One of the problems with the original approach was a need to write a different version of the code for each hardware platform. This, over time, lead to MAME on Dos, MAME32 on Windows xMAME for unix-based machines, and MacMAME for Mac OS X.

The benefit of writing it in Flash is that, by writing it for a software platform (Flash), it should work on all machines that run Flash, without it needing to be re-written.

Commodore 64 Emulated In FlashAll of the emulators are a clear demonstration that the power of hardware has increased tremendously.

Software like FC64 reminds us that any hardware, or software that runs on it can, in time, be emulated as processors continue to become powerful. Beyond the fun of video games, security system can also be emulated, an argument used by those who oppose their blind use.

FC64
FC64 emulator demo

(via BoingBoing)

Inanimate Alice Episode 3 Premieres: EIEF06

Inanimate Alice is a story about a games developer called Alice created by Kate Pullinger, Ian Harper & Chris Joseph. The story tells of her childhood and how she created and played games as she grew up in different countries around the world. Inanimate Alice a multi part episodic, interactive game which is available online at inanimatealice.com.

The story was written by author Kate Pullinger (author of The Piano) in conjunction with script writer Ian Harper & multi media designer Chris Joseph. The idea grew out of a David Puttnam project Harper was working on. Pullinger brought in Joseph, whom she had worked with previously on the game The Breathing Wall.

The team have a well developed concept for the sequence (which has just reached episode 3) which should see 10 episodes of the game with potential for development into other media including graphic novels, a multi-player online environment and, ultimately, film.

The newly completed episode 3 was premiered for the audience. Part game, part film, part text, Inanimate Alice utilises a wide range of styles and techniques to engage its audience. Combining collages with CGI action, stylised animation within animation, and narrative text overlaid on the visuals, Inanimate Alice is visually extremely attractive. There’s also a clever soundtrack that marries pumping action music with atmospheric effects, electronic noise and interference to achieve a rich multimedia experience.

In a question and answer session the trio revealed that the project is aimed at the widest possible audience (especially non-gamers) but is currently most popular amongst 16-35 year old females.

Pullinger is also appearing at the Edinburgh Book Festival later this week. Unfortunately Inanimate Alice will not be on her list of topics. “Book publishing” she said, “is decades behind in terms of interactivity and convergence. Interactive narrative content is not of interest to literary festivals.”

Which is a shame, as Pullinger is amongst a new breed of writers who is happy producing material for a variety of media including print, radio, movies and now games.

For the moment, Inanimate Alice remains a Web project, but the team are looking at all possibilities for developing the project. The suggestion by one audience member that players could direct the plot in future episodes was warmly welcomed and Pullinger cited tv’s Lost as the type of experience the team were modelling Alice on. A new type of narrative with a strong story at the core and lots of spin off projects and interactive elements to keep the audience interested.

The session finished with a panel discussion, including Rosanna Sun, on movie and game convergence. There was a broad consensus that content was the most important aspect of any media project. Technology, while important, was felt to be secondary to the telling of a good story.

How The Matrix Video Game Was Developed: EIEF06

How The Matrix Game Was Developed: EIEFThe second day of EIEF got underway with seminar on media convergence with the first speaker being Rosanna Sun of Velvetelvis.

Sun chatted about the genesis of Velvetelvis in the Wachowski brothers’ Matrix movies, giving an interesting insight into the beginning of the convergence of movies and games from the Hollywood perspective.

As a film producer, Sun was involved in producing The Matrix movie sequels when the Wachowski’s asked her to make video game at same time. They wanted to treat it as part of the movie, integrated with all the production elements of the movies.

Rosanna’s task was to coordinate the content across all the different companies and media involved in the whole Matrix project to turn it into a game. She told the audience of the huge effort required in getting all the different aspects to come together.

How The Matrix Game Was Developed: EIEFEach different media (movie, games etc) has different production schedules and sharing ‘assets’ amongst them became an enormous scheduling problem. Visual fx shots are typically done last in movies, for games they needed to be ready 6 months prior to launch. This meant some sequences had to be literally re-directed from movie sequences.

On the positive side, this process became a creative driving force, making all involved (visual fx team, set designers and wardrobe) think more creatively. Imaging material for the virtual game worlds allowed the teams to stretch their imaginations without being held back by the requirements of the physical world.

After her experiences on The Matrix, Sun realised she was working in a new world of convergence. She created a company with her partner (a visual effects designer) to do a further Matrix game. When that fell through, they decided to continue to utilise their hard won, cross-disciplinary knowledge to develop projects across the games and movie industries.

The company has worked on a variety of major projects including Sky Captain and the World of Tomorrow, 6 legged freaks, Matrix games, Swordfish, The Relic, Fantastic Four and Xmen 3.

How The Matrix Game Was Developed: EIEFDuring Q&A
Following the presentation, Sun took some questions from the audience. When asked about the possibilities of developing into mobile games, she revealed that Velvetelvis was about to launch a viral mobile game in conjunction with the movie Crank. The game will allow players to rack up a score, arcade-style, and then forward it to their friends.

When a questioner observed that he had never seen a great movie become a great game or vice versa, Sun said “it’s about making a great story rather than game or movie. You need to step back from the product, think about the IP (intellectual property) and the content.”

Edinburgh Interactive Entertainment Festival: Strong Lineup

You’ve no doubt have noticed that we had the Edinburgh Interactive Entertainment Festival (EIEF)

As a reader of Digital-Lifestyles, you well know that Convergence isn’t just about your mobile phone and toaster becoming one (!), it’s also about content types coming closer together and, in some cases blending. At the extreme, we think it’s arguable that TV could be in a whole heap of trouble when video games become photo-realistic. Why watch TV when you can _be_ in the programme?

We went to EIEF last year and were impressed with the quality of the sessions and the delegates, who were all jolly friendly.

As you’d expect, we’ll be covering it from the ground next week, not hiding in an office waiting for the press releases to arrive like many other publications.

Set over Monday 21st and Tuesday, there’s a host of strong conference sessions arranged, covering a wide range of subjects, not just the obvious. Here’s our highlights.

In the Monday Keynote David Gardner, Executive V-P and COO of EA’s World Wide Studios is delving in to the challenges and opportunity of developing for the next gen consoles, such xbox360, Sony PS3, Nintnedo Wii.

The UK press has occasionally thrown a fit about the realism of video games, in some cases leading to the changing of blood colour in some games. This is basis of the Green Blood vs Red Blood session which will debate the implications of HDTV and photorealistic graphics for the games industry. Wise to debate it in advance, rather than wait for the censors.

Ben Sawyer of Serious Games explores “Games That Heal � the medicine of interactive software.” Examining how games are being used to help patients with conditions ranging from cancer to post-traumatic stress disorder.

To end off the night, Edge will be holding their Award and networking party at the Jam House.

Tuesday
If you’re living your Digital-Lifestyle, you’ll be aware of Machinima – where computer games are used to create films. One of the original was Red vs Blue where the footage was grabbed from Xbox mega-title Halo and voiced-over to create a drama. This has now grown to have many episodes – at least 83 we’re aware of.

In the session, find out just how far Machinima has gone into the mainstream and yet has managed to retain its rebellious and experimental approach.

The icing on the cake of this session is the world premiere of a live machinima performance from Rooster Teeth, the creators of above mentioned Red vs Blue.

The other session highlight is ‘When Alice Met Elvis’, which explores taking games beyond the screen, into other medias and how it impacts the creative process.

Author Kate Pullinger will unveil the World Premiere of the third part of her Inanimate Alice series, a ‘unique kinetic experience’, part game, part novel, part film.

When you want to bring all of those elements together, it’s not something that’s going to happen if you leave it to the last moment. To bring this into focus the founders of Velvetelvis will share their experiences in trying to encourage the “fusion” of all potential commercial elements � film, games, music, web, books – at the very beginning of a new project.

As if all of that wasn’t enough to keep you busy, there’s a series of screenings at the Odeon cinema on Lothian Road of Lord of the Rings� Online: Shadows of Angmar; Reservoir Dogs video game; Spongebob Squarepants; and Crackdown from Dave Jones, creator of the Grand Theft Auto series and Lemmings.

We told it was a strong line up, didn’t we? See you there.

EIEF

MicroQuad By Viex Games Review (90%)

MicroQuad By Viex Games ReviewAnyone who enjoyed Mario Kart on the Nintendo SNES back in the 90s will love MicroQuad by Viex Games.

Available on the Palm, Symbian Series 60 and Windows Mobile platforms, this is an old fashioned racing game that packs in an astonishing level of detail and playability.

We tested the game on the Palm Treo 650 and the graphics were fun, fast, slick and ran as smooth as a slippery thing in banana boots sliding over an oil slick.

The game
You certainly get a lot of bang for your buck, with a total of twenty different tracks/levels (that’s four unique tracks, each with five difficulty levels) and – apparently – some hidden unlockable tracks lurking within the game.

Gamers start off by taking part in the Baby Cup, and once enough games are won, they can progress through the Junior Cup, Pro Cup, Master Cup and eventually the Expert Cup.

MicroQuad By Viex Games Review (90%)At the beginning of each game you can select any one of six different bikes, each offering different strengths and weaknesses (road, off road and grip).

As well as navigating the ever-curving terrain at high speed, racers have to avoid oil slicks, sticky patches and missiles launched by competing karts.

Playing the game proved to be a whole load of fun, with the bright, colourful tracks, lively animation and attractive scenery making it something of an immersive, compelling experience.

Controlling the game
Playing the game via the Treo’s five-way controller was effortless, with the option to customise the placement and function of handset buttons via the game’s options menu – and there’s even a left-handed mode on offer!

We had no problems running the game off our 2 GB Sandisk SD card and the game proved to be rock-solid in use with no crashes (and we’ve been playing it a lot!).

MicroQuad By Viex Games Review (90%)The game also offers an internet high score competition, a Bluetooth multiplayer option and a ‘Quick Race’ option if you fancy a quick blast around the tracks.

Conclusion
We liked this game. A lot.

It offers great value, exceptionally high quality graphics and a level of gameplay so addictive it can only be described as perilous.

The game’s tough enough to keep you coming back for more too, so you can expect a dramatic slump in productivity as soon as you install the game on your handset!

MicroQuad can be downloaded from Viex.org for just $14.95 (€12, £8).

Scores on the door: Features: 85%
Gameplay: 90%
Graphics: 90%
Value For Money: 95%
Overall: 90%

Compatibility:

Palm OS:
Tungsten E, T, T2, T3 and C
Zire 31 (low resolution), 71 and 72
Treo 600 (low resolution) and Treo 650
Sony Clie Series NX, NZ, TG, TH, TH and UX
Tapwave Zodiac 1 and 2

Pocket PC Windows Mobile 5.0
(tested on a Qtek 2020, a Qtek S100, a HP iPAQ 5550, a HP iPAQ 3950, a HP iPAQ 4700, a HP hx 2750, a Toshiba e800 and a Garmin iQue M5.)

Series60 Symbian
(tested on Nokia NGage, Nokia 6600, Nokia 7610 and Nokia 3650)