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BEAVER DEFENSE and MOBILE MAYHEM have a new online home

New York, New York, July 14, 2009 – Vogster Entertainment, an international innovator in video game design and content, today unveiled a new online destination for fans of their upcoming ROBOCALYPSE games. Gamers looking for more information about ROBOCALYPSE – BEAVER DEFENSE (WiiWare™) and ROBOCALYPSE – MOBILE MAYHEM (iPhone), can visit www.robocalypse.com and discover a wealth of game information, artwork and images from both titles.

Visit the Robocalypse official site:
http://www.robocalypse.com

Follow us on Facebook:
http://www.facebook.com/pages/Robocalypse/75826035885


Starfy has been an acknowledged character in Japan for many, many years. However, most North American DS owners received their first chance to play the latest game in the series just last month. So what are the chances of seeing some of the older Starfy games? And might a Wii title be possible? Hitoshi Yamagami, producer of the Starfy series, recently commented on these very topics in the most recent edition of Nintendo Power.

“It [more Starfy in America] all depends on the reaction of the North American audience…I’m more interested in creating a new game than in remaking 1 through 4 for North America. And if demand for a Wii version if strong, then we’ll see!”


Incoming! gameplay video

Posted on 15 years ago by (@NE_Brian) in DS, News, Wii | 0 comments

Thanks to _Contra_ for the news tip!


GET READY FOR THE WORLD’S MOST INTUITIVE AND CATCHY MUSICAL PLATFORM GAME.
Friday 10th July 2009 – Paris, France. Pasta Games is pleased to announce its latest creation MAESTRO! JUMP IN MUSIC. The game is a truly unique concept combining traditional platform games and the pleasure of music creation in a way that is both astounding and natural – after you see it. The game will be available this autumn for Nintendo DS.

Discover Presto, the music-loving bird, and make him evolve in a colorful, decibel-filled journey. Use the stylus to scrape, rub, tap and whirl to the rhythm of the level’s music and like a good Maestro, stick to the original. Presto will jump or get off a platform in the order in which you strum the string, flying with his small wings to reach the music score.


Thanks to Jake for the news tip!


City File DS fact sheet

Posted on 15 years ago by (@NE_Brian) in DS, News | 0 comments

City Life DS, created by the team that delivered the critically-acclaimed City Life series for the PC, invites would-be mayors and urban planners to employ their creativity and Nintendo DS stylus to design, build and manage thriving metropolises on the go.

Players are challenged to deliver the ultimate city through efficient transportation routes and over 150 different building types – including famous world landmarks. To succeed, players must manage the town’s budget, housing, employment, entertainment and additional social services for its residents. Six distinct socio-economic groups add to the challenge. Rather than pleasing only one generic type of inhabitant, players must learn to attract and retain a diverse and harmonious population, drawing from all six cultural groups, balancing their unique and often conflicting needs and expectations.


While it may only be a new coat of paint on an old system, it’d be hard to deny that the re-coloration of the Wii makes it look a little more like a big boy system. In addition to just the new colors, however, the system will come with a brand new box to boot! Check it out:

blackwii0714

Source


Game developer BioWare, well known for their work on the KOTOR and Mass Effect series, have delved a bit into their stance as far as the Wii goes in a recent interview with CVG. Nothing concrete has been confirmed, but they certainly didn’t throw the possibility out the window just yet.

CVG: There’s always talk of you guys being interested in the Wii. Why hasn’t a Wii game from BioWare come into fruition yet considering the Wii’s been massively successful for a fair while now?

Zeschuk: I think… we’re a little slow. No, I mean, the challenge for us has been figuring out what would be the best possible BioWare experience to deliver on the platform. We’ve done a lot of platform exploration – we’ve done our first iPhone game and we’ve done DS, so we’re always looking at platforms. But what’s been hard for us and the Wii is figuring out how to best match the kind of games that we make with the Wii experience.

The optimum Wii experience is a game where four people sit together on a couch and play. We’ve done multiplayer stuff in the past, but our optimal product always engages a player on an emotional level. I’m sure there’s ways to do that on the Wii, but we just haven’t figured that out yet. Once we do that we could very well do something on it.

CVG: So you’re still thinking about it, but you’ve got nothing solid in the pipeline for Wii?

Zeschuk: We’re not specifically developing a bunch of stuff, we’ve just been thinking about it and exploring it, and thinking about Natal as well. When we do act on a platform we really do get behind it, and so we’re really just sitting back right now and figuring things out.

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