Author Archive

Destinyween

October 27th, 2015 Comments off

If you haven’t seen it already, Destiny is doing a new event to celebrate Halloween.  The event is called the Festival of the Lost and will be available only from October 26th, 2015 to November 9th, 2015.  You can go to the Tower and start the mini-quest to collect masks and candy.  You get to trick-or-treat around the tower, and the interactions are pretty funny.  Everyone is wearing a mask.  The important things to know: if you get a Legendary (purple) mask, you will be able to keep it after the event.  If you get a Rare (blue) mask, you must upgrade it using paper pieces and glue (yes, really…these masks already look like they’re made of paper and glue, so it’s pretty fitting) to get it to Legendary status.  Paper and glue is available as a possible reward in the Treasures of the Lost for purchase from the Eververse Trading Company in 1, 3, or 6 stacks.  You will also get at least one paper/glue from the first bag of candy you get from Eva Levante.  If you need more and you have duplicate masks, you can dismantle them for paper and glue.  You will also get one guaranteed Legendary mask you get to keep after the event no matter what.  Sadly, mine was pretty lame and I’ve already thought about dismantling it.  If you want to see your mask in the Tower, make sure to go to your Settings menu and check the little box for “Always on” under the Helmet tab.  The important part of the mini-quest is to always have an empty bag for collecting candy (Empty Candy Satchel from Eva).  You get candy from opening chests, killing baddies, completing public events, strikes, and PVP all while wearing a mask.  This can make the completion of these tasks harder because you’ll drop to around 200 light (which is apparently how levels are measured now or something).  When your empty candy satchel is full, bring it back to Eva to trade for more masks and additional items.  You can get consumable candy items (like Fruit Motes, which generate Glimmer for killing Fallen).  Bonus: you can buy a new emote only available during the event that has you dancing like Michael Jackson in Thriller.  It’s called the Zombie Dance and is only available on Xbone and PS4 (not 360 or PS3).  Is it worth the extra real-world cash to buy it?  Probably.  So far my favorite mask is Xur, but I got Atheon, the Speaker, Eris, Petra, and the Warden.  I plan on keeping Xur and Eris.

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The Taking King

October 14th, 2015 Comments off

Ok.  I still like Destiny.  I’m not a play-every-day Destiny fan, but I will pop it in and fly to Earth and wander around a bit; maybe pick up some bounties and complete some public events.  However, yesterday I was quite dismayed to find that without the new DLC, The Taken King, I was unable to play PVP.  Yes, I have screenshots of my inability to PVP even though I have Playstation Plus.  I also can’t play any of the daily strikes, weekly strickes, or strike playlists.  It looks like Bungie is finally forcing us to download their newest DLC.  They are just taking and taking from the fans.  There have been endless complaints about how they’ve handled their largest update (18GB), and this is just more fuel on that fire.  My biggest problem is the cost of buying the new DLC is still the same price as purchasing the original game.  Now, I need to show some math.  Destiny cost $59.99 when it originally came out.  However, I purchased the collector’s edition for $79.99, which included the first two DLC packs, which are normally priced at $19.99 each.  So, I’ve saved $20 so far.  The Taken King costs $79.99 for the collector’s edition, which includes the first two DLC packs, the Taken King, and the original game.  So, it costs the exact same as what I’ve already purchased and includes the new DLC.  This would be great for someone who hasn’t played Destiny yet.  However, for someone who already shelled out all the money to Bungie, I can get JUST the Taken King DLC for $39.99, which means I end up paying an extra twenty bucks over what I saved.  This means the actual cost of the Taken King for a previous purchaser of Destiny is $99.99 (without the $20 savings).  Thanks, Bungie.  I am loathe to say this, but GameStop came through for those fans.  If you purchased the collector’s edition for $79.99 and traded in your previous copy of Destiny, you got $20 back.  This would be great for people who got the actual disk; of which I have seen zero copies ever.  I don’t even know what the disk looks like.  Nobody I know could cash in on that, so we didn’t.  GameStop still sucks.  Hooray.

In conclusion, Bungie really screwed all the die hard fans of their game by offering them nothing.

If the Taken King was $20, I would buy it in a heartbeat.  That is all.

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Star Wars Battlefront Beta

October 12th, 2015 Comments off

Yes.  I played the beta.  In fact, I played the hell out of the beta.  I logged approximately 20 hours on the beta in the last three days across three different consoles.  I played on PC and two different PS4’s (one mine and one not mine).  Some of you may know that I frequent a cigar lounge.  Last year, I bought them a PS4 and we’ve seen some awesome stuff on there.  We had the beta for Rainbow Six:Siege, which was not something I was excited about, but that’s just me, I’m sure.  However, you tag ‘Star Wars’ on something and I’m there.  Anyway, I ranked up to level 5 at the lounge in about an hour and twenty minutes.  That’s the extent of the beta: lvl 5.  That being said, I had a great time getting there.  I sniped Luke Skywalker in the face while a bunch of cigar-smoking bros watched.  Most of them were disappointed that I was the Empire and I had murdered Luke Skywalker, but I think everyone was impressed.  The gameplay was pretty good, but I had a ton of problems starting out.  You have special skills you must unlock like the ability to throw a thermal detonator, or carrying a sniper rifle with a 1 shot every 7 seconds cooldown.  Once you get used to that (and playing the single player actually helped out a lot), there are also issues with the vehicles.  The first time I jumped in an X-Wing, my ship crashed straight into the ground.  After changing the controls so flight was inverted (which is actually how 99% of flight simulators are set, so I was pissed), I crashed into the ground again.  This was a constant: if you are near the ground, you will clip into it and die.  So, I had to fly high above the troops and try to take out the enemy ships.  This was hard because the ships all move at different speeds.  The snowspeeder is as slow as a semi truck while the A-wing is a Ferarri.  The X-Wing has an average speed and the TIE fighters have above-average.  The problem is that there’s no way to slow them down.  You can speed them up, as I found out when I accidentally pushed a button and crashed my TIE fighter into the ground, but I am unsure what button it was or how to replicate it.  I don’t even know if every ship has that.  Aside from the control issues (which I diligently reported after every game), the only other thing to talk about is the graphics.  The graphics are real.  On Hoth (a frozen planet), you could actually see snowflakes sparkle on the textured ground.  As a game developer hobbyist, I have absolutely no idea how they did that.  I only experienced a few lag glitches, and thinking that forty people are playing together with that level of graphic detail (and most of them are shooting guns and/or flying ships around), I was blown away.  I did have some weird clipping issues where I would line up my sights on a guy and fire just to have the rock cover in front of me spark with my bullets, and then die from the guy I was aiming at shooting me.  There was also an issue with the vehicles crashing into the ground even though I appeared to be far away from it.  This happened on a number of occasions and I eventually gave up my piloting career.  The last problem I had with the beta was transforming into a Jedi.  I was both Luke and Darth Vader at points in my gameplay and I have to say the problem is the spawn location of these heroes.  If you are running down towards an AT-ST walker and pick up your Luke powerup, you spawn a mile back from where you were, rendering you almost useless.  Of course, if you do manage to catch up to the chicken walker, don’t cut it’s legs out from under it.  It will fall on you and kill Luke.  I did have one awesome moment where I spawned as Darth Vader and made it into the Rebel base.  I cut down a dozen guys before my time as Darth ran out.  I felt pretty good that I wasn’t killed that one time.  Overall, I am unsure I will run out and pre-order the game.  I enjoyed it, but after maxing out on three systems, I was kinda over the whole thing.  Yes, being a Jedi was cool.  Yes, getting your first headshot with the Cycle Rifle is cool.  Yes, the graphics were mind-blowing.  Heck, I shot down a TIE fighter with my Cycle Rifle, just like this guy.  But, it doesn’t seem like the game has the staying power to keep me playing for more than an hour or two.  This reminds me of the Destiny beta.  I maxed out both PS4’s again and had a great time on Earth.  When the game came out, I didn’t want to leave Earth and the game forces you to.  I knew Earth.  I knew every inch of every sector on Earth.  It ruined the game for me to leave Earth.  When I play now (though I am not purchasing the Taken King expansion), I only really want to stay on Earth and snipe dudes and collect treasure.  With Battlefront, I know every inch of Hoth (ok, maybe not every inch, but I can say I never went negative K/D), and I’m not sure I want to go back.  This can be the drawback with a beta: some people will get crazy about the game and others will certainly cross it off their list.  Does this help or hinder the game industry?  I have a game I’ve been working on and I know the second I put it in beta, people will flock in to play and then walk away with no intention of buying it.  Sad face.

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Global Game Jam 2015

October 7th, 2015 Comments off

The Global Game Jam (GGJ) is a worldwide game creation event, and I was able to participate this year in Denver.  The idea is that in today’s heavily connected world, we could come together, be creative, share experiences, and express ourselves in a universal way.  The process is simple: you sign up for a site and show up Friday evening to meet people and form teams.  You and your team then spend the next 48 hours making a game from scratch.  At the end, you present your game to the other teams, post it to the website for all to see, and bask in the accomplishments or failures you faced.  I think that’s right…you face accomplishments, right?  Anyway, I had heard about the GGJ a while back and thought I didn’t have the chops for it.  Yes, I have been playing video games for a long time.  Yes, I have an advanced degree in Video Game Design (or at least I have worked on it for a while).  Yes, I have been a professional programmer for many years.  But this is the big show!  These are people who have many more years of experience and have dozens of games (some of them AAA titles!), and they won’t want to work with someone who made his first game just a few months ago (you can access the game here)!  So, I was quite hesitant to go.  In fact, I was downright terrified.  Before I unravel my tale, I will say this: it was the most fun I’ve ever had and maybe also the most stress.

Weeks leading up to GGJ:
I wanted to hone my skills, so I got the following books from the library – Sams Teach Yourself Maya in 24 Hours, Sams Teach Yourself Unity in 24 Hours, and The Art of the Video Game.  The art book was great, but focused on some games that I had never played with great artwork.  As far as Sam’s goes, they warn you that 24 hours is not an accurate description of the time needed to follow through the entire book and actually grasp any of the concepts.  It took me about a week for each book, and I still use them for reference.  I would say that they are really great reference books.  I also took an online class for Blender, another 3D graphics program that is open-source.  I actually got my work to pay for it, claiming that I would use the knowledge for creating special work-related graphics.  I doubt that will ever happen, but at least I took the class for ‘free’.  As I neared the deadline for GGJ, I took an old laptop and wiped it to have a GGJ laptop with Unity Pro, GameMaker, GameSalad, Blender, Maya, and Python.  With my experience regarding these software packages, I was feeling slightly better going in.  I also did a ton of research on previous game jams, what a game jam consisted of, and what I should expect from a game jam.  The biggest point I took away was to bring extra deodorant.

The Day Before GGJ:
The GGJ 2015 was held January 23rd-25th, and I was scared and excited.  I planned out my Friday.  I would leave a little early from work (I eventually decided on a half day), ride the light rail to the nearest stop, and then ride my bike to the actual site.  The site I signed up for through the GGJ website was the University of Denver (DU).  They’ve hosted in the past and had great reviews, but the previous organizer had decided to hand off the reigns.  It turned out OK for me, but I heard a lot of grumbling about previous years being better.  I mapped it all out, charged my laptop, and was ready to go.

The First Day:
On Friday, I left work early, went to lunch with my lovely wife, got my bike, and hopped on the light rail.  I reached my stop, arranged my laptop and bicycle, and took off.  The site was about a mile from the light rail stop, but DU is a pretty bike-friendly school.  When I reached the location, I locked my bike up and wandered in.  I vowed I would not ride my bike the next day.  I was covered in sweat from the ride, and I’m sure people were eyeing me with disdain.  Luckily, I was super early, so there weren’t too many folks.  I estimated ten or so.  The final count for our site would be 139.  I tried to find a quiet corner to cool off and just watch people.  The DU site was constrained by the organizer to include only DU students first, followed by other students, and then non-students.  As a professional student, I was not turned away, but I quickly realized that there was a severe age gap.  I was easily a decade older than the people who were already there, and I started to sweat again.  Would I be the weird old guy?  I’m pretty social, so I quickly gathered some people to talk to, and I noticed that certain attendees avoided me.  That was fine because I was soon entrenched in the defense of Ocarina of Time as the best game ever.  It is.  If you disagree, you are wrong.  Eventually, we were ushered into the opening presentation (a live simulcast across all the sites).  It was interesting, but I knew from my research that the most important thing they would divulge to us was the theme of the event.  The 2015 theme was “What do we do now?”

I immediately started brainstorming games, but I didn’t know how big or how detailed this thing was going to be.  I came up with five games right off the bat and dismissed them all.  I also knew from my research that this is typical and a correct way to do it.  After the presentation ended, it was time to meet some folks and discuss game ideas.  I was struck by how many people had good ideas and also by how many bad ideas were fielded.  Now, this is where it gets a little weird.  The folks I had befriended were quickly tossed away except for one, whose ideas were just fantastic.  I knew this was the guy I wanted to work with, no matter how little or much I could contribute.  We shopped around and eventually built a team with an Oculus Rift!  We were going to do a VR game!  How awesome is that?  We found some space to work in right away and got started with some of the obvious design ideas.  The first was story.  Luckily (and eventually unluckily), we had a movie producer on the team.  We also has a 3D artist, a Unity programmer, a second programmer, a sound guy, and me.  We established roles and began laying out the foundation for a collaborative programming and information dissemination environment.  We used gitHub as a central repository for the game code and assets (by design, Unity contains all the assets in the project, but it can cause issues if you manage to get in there and edit them with Maya, so they needed to be separated and imported every time).  We also used Atlassian SourceTree to duplicate the repo across all the working computers.  Then it became time to work.  Actually, it became time to eat, so we adjourned for the evening to a nice middle eastern eatery, went back to lock up our computers and decided to meet up the next day bright and early.

The Second Day:
On Saturday, I thought it would make sense to drive in and park at the building we were occupying.  This proved to be correct and I got a great parking space only a tiny walk from the front doors.  Awesome.  I brought in some donuts and OJ for the crew and DU provided some coffee to get us up and running.  We had a lot of work to do.  Our final plan from the previous day was to have a game where you are playing as the sole survivor of Earth.  As an astronaut working on the International Space Station, you happened to be outside doing a spacewalk as a giant asteroid impacts Earth, sending shards and debris everywhere.  What do you do now?  God, when I heard the idea I thought it was the precise embodiment of the theme.  Now, we had to make it look right.  We started by modeling an astronaut for the player character.  I started on creating some skyboxes for background, and our programmers started fidgeting with creating some first person controllers within a 3D gamespace.  This is where the unlucky part comes in: the movie guy had apparently no video game experience and didn’t really seem to grasp many of the design concepts.  He kept trying to railroad the game into a mini movie instead of a playable game.  This would continue throughout the entire weekend, and I think we all just eventually stopped listening to him and I think we really let him down.  He really wanted a movie experience instead of a game.  Virtual Reality has come a long way, but we were there to make a game…not a movie.

Now, this was my first real challenge with Unity (we were using version 4.6 back then, as 5 still had a lot of bugs).  I used a program called CubeTheSphere to create my skyboxes.  It’s a really great little free program that takes an image and forces it into the interior of a cube while stretching and curving the area to contain it.  You go from a single image to six images that fit together to form a cube, and the original image is inside the cube (hence, a skybox).  I had some issues with the skyboxes having odd angles and visible seamlines, so I asked the 3D artist (Brandon Jenks, who is just fantastic, here are some videos of him throwing together stuff) to fix them.  It actually took us a while since there was math involved to figure out how the pieces fit together, but it worked out in the end and we had a beautiful skybox.  Next on the list was figuring out the controls.  We had a working astronaut model, so we placed a 3rd person controller in there to fly it around.  Turns out movement in 3D space is a lot harder to figure out than movement along the ground.  In Unity, you can just tick a box that says “affected by gravity”, but unchecking that box can just wreak havoc.  We eventually (and by we, I mean Alex Brancard, the lead programmer, who runs his own app store) got the controls right, and we talked about adding a boost.  When we got the boost in, Alex added a trail so you could see where you came from, but we decided that when it was implemented in first person, this could potentially cause some problems (the main was dizziness, which happens with the Occulus Rift anyway).  So, we had a first person controller and the ability to direct the movement of the character (who could be a boy or a girl, since all astronauts in spacesuits looks the same), and a really nice skybox.  Next, we needed to have collectibles.  We decided to have items from Earth spiraling around the detritus of the debris field.  We settled on some specifics: Starbux cup, Pizza, taco, phonograph, Teddy bear, Mona Lisa painting, Sriracha bottle, toy car, clock, and NES controller.  Brandon jumped into modeling all these collectibles while Alex, Michael, and I tried to figure out how to collect them.  There needed to be a visual clue that you were close to an item (in space, everything just looks like rocks floating around), so we added a huge ‘GRAB’ popup when you were close to an item.  We had to use placeholders for the items, and then we realized that you could float around and collect items forever!  That’s not a game.  That’s just boring.  So we added a collection list so you could only collect each item once.  We wanted it to have a specific time limit, so we added a fuel gauge that would run out after three minutes(originally, it was ten and the game would just drag on).  Then we added an ending.  ** SPOILER ALERT ** If you managed to collect 8 of the ten items, another astronaut would appear!  You would then have the decision to go after the final items and risk losing the only other human being in existence or turn towards the other astronaut and seeing the final cutscene.  If you risked it, you get nothing!  If you go for it, you get a nice little ending cut scene of the two of you floating off into space holding hands.  It’s still pretty bleak.  That was the end of day two (really 30 hours into the project with only 18 hours left).  Brandon wanted to stay up all night and model the collectibles, so we left him to do his own thing.

The Third Day:
I was late.  We had stayed up together at the jam until about 2am and I was exhausted.  I wandered in around 10am and knew that we only had 8 hours left.  We got to work on looking at the new models Brandon had cooked up.  They were pretty fantastic.  I mean, we’re talking photorealistic Sriracha bottles floating in space here.  We got them in and I put together the collection list so it would pop up with little icons representing each item.  I was pretty happy with my created icons.  We wanted to have a little arm animation of the astronaut grabbing the items, so Brandon hooked that up in about twenty minutes.  We just threw it in and attached the animation to the collection of a item.  It looked pretty good.  Next, we needed sound.  We turned to Tim Girard, an accomplished composer who worked freelance on almost all the games at DU for a spooky, sad space drone.  He delivered in spades (he must have sent us a dozen, and they were all great) and we incorporated the sound in as a 2D sound that whispered everywhere.  Then we realized that there were only three things left on our list (four, really, but I’ll get to that).  The first was moving inside the helmet, the second was the destruction of Earth, and the third was an additional sound of breathing.  We needed to be able to look around inside the helmet, so we added a layered first person controller on a slower camera.  When you would look quickly to the right, you would see the inside of the helmet, and it would slowly rotate out of view and you could continue moving in the direction you were looking.  It worked out really well and I did all the artwork for inside the helmet (I think…by day three, your mind is mush and you struggle to put all the pieces together).  Alex found a destructible Earth model that would explode into pieces and fling the pieces into the gamespace.  It was brilliant!  You could actually crash into the large pieces if you flew enough (and wasted all your fuel).  Lastly, Michael put a coat over his head and breathed in fevered pitches to record the breathing effect.  He really is a genius.  The piece we forgot was the end game: roll the credits.  I hurriedly tried to put together a simple GUI that would scroll our names, but I was having some problems and got very frustrated.  I’m pretty sure I cursed a lot and felt I let my team down.  Alex stepped up and threw the GUI in at the last second and then we got to have others come playtest the game.  It was a small success.  We worked very hard and then it turns out that some people just don’t like games in which the ending is pretty bleak.  Also, some folks got sick with the Oculus Rift.  Alex eventually got the whole program in a desktop version you can play with the Unity Web Player here.  That’s it.  That’s my story of the Global Game Jam 2015.  I honestly don’t know if I will participate next year, but I honestly don’t know.  I made some good friends and Alex and I worked on another game right after as a  commercial venture.  It is still a work in progress.

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Battlefield Hard…line

March 23rd, 2015 Comments off

I got Battlefield : Hardline last Friday.  I traded in Battlefield 4 and some others with the complete intention of playing over the weekend.  I didn’t play until Saturday at my local cigar lounge hangout.  We’ve had a PS4 there for a little more than a year now, and I play a few hours there for a change of scenery and the option to smoke a cigar while I play.  I played through the first two single-player missions and realized that I didn’t want to take the game back home.  I will not play this game on my own.  I will not sit and grind through without a team of people watching me and cheering me on.  It is a true spectator game.

 

Once I started the multiplayer, it was like I had never played video games before.  I played for an hour and had one single match (out of approximately ten) where my K/D ratio was positive.  K/D is a ratio of Kills to Deaths, or a simple measurement of how bad you suck.  A K/D ratio of 1 is the beginning of a good player.  The first match I was at 0.8, so that means I had 8 kills and 10 deaths (8/10 = 0.8).  Something to remember about K/D is that it can be a lot easier to have a high K/D at the beginning.  Having one at the end is much harder because you’ve had dozens of bad sessions.  A bad session is where you suck more than normal.  This is just like a bad hand in poker.  You start ‘steaming’, or playing stupidly even though you know you’re doing it.  I had a bad play experience, or a bad play session and I couldn’t stop.  After four or five, I was pretty much done with the game.

 

I will probably try again on my normal Wednesday cigar night, but I can tell you right now: I didn’t like the game…it was too hard.

 

REFRESH:

OK, I tried multiplayer again.  The game has a lot of problems:
1.  At one point, I was driving a car across some train tracks and it was bouncing like I had hydraulics (even after I was over the tracks).
2.  I was also able to wall-ride my motorcycle to a second-floor balcony for no reason.
3.  At one point, I jumped in a car to drive somewhere and when I got out, I had a totally different loadout.
4.  The games are totally one-sided 95% of the time.  I played one single match that came down to the wire (we eventually lost my 30).
5.  Also, the loadouts reset every new match.  If you don’t know this, you’ll be pissed off when you try to throw your breaching charge and instead throw an ammo pack.  I haven’t found a way around this yet, but I’ll keep looking.

There are some good things:
1.  The vehicles are faster.
2.  The graphics are photo-realistic.
3.  The experience system of ‘earning cash’ and then ‘spending it’ is a complete rip-off of Uncharted, which made me smile.
4.  At one point, I threw a grenade at some incoming bad guys, and my character flipped them off and cursed at them.
5.  I threw down some medical supplies for my teammates and my character said, “Git yo f***in’ Meds right here!”

 
I also have some tips for those intrepid readers.  The fastest way to get money is be an engineer class (‘Mechanic’), save up for the repair tool, and then just play the Hotwire game mode.  On average, the match lasts less than 10 minutes, and if you’re constantly jumping in the captured cars and repairing them, you can make $5,000 a match.  My best was $30,000.  Try and beat that (I had a 200%) boost on, but that still means I made $10k.  The molotov cocktail animation takes FOREVER.  If you are the ‘criminals’, make sure you have time to throw it.  If you’re a cop, the incendiary grenade works just like a regular grenade (honestly, it seemed a little faster).  DON’T BUY THE HELICOPTER GUN UPGRADES!  They are only used if you manage to get in a chopper as a gunner.  The likelihood you will use them is almost zilch.  In four hours of play time, I used them in maybe four or five matches, and my $84,000 could have been spent on ANYTHING else.  Best upgrade: RPG in the trunk (Mobile Armory: Anti-Armor Perk).  I got it for the Sedan car, which means every time I get in a Sedan, the trunk has an RPG.  Seriously, this is the first upgrade you need to get.  If you are playing Hotwire and have maxed out your Mechanic (you are no longer leveling the unlocks), switch to the Enforcer and equip the breaching charges.  Wait until your team grabs a van, spawn into it, switch to the passenger seat and throw an ammo pack, then switch to the rear door position and be ready to throw and detonate!  I was in the tanker truck, and it doesn’t work as well (I kept sticking explosives to our truck).  If you place breaching charges on a car and try to ‘slam piece’ (intentionally jumping out of a vehicle and blowing it up), if someone else is in the car it won’t blow up.

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Oh, the Trenches

March 17th, 2015 Comments off

So I like Penny Arcade.  I have some favorites I will list here:

Squarts
The Sucking
Acclaim
Katamari
Seriously though, For Real
Alone in the Dark
Mancraft

While on their site, I was clicking some random links and found The Trenches.  I devoured the whole comic series in a few hours and enjoyed it.

However, I was clicking some random links on The Trenches and found the motherlode: a series of posts about the game industry.  People can post their tales about working, and I am reposting my favorite, which reminded me of the show ‘The Tester’:

Not Worth It.

  • 10/04/2011 – Anonymous

Back in ‘06 I spent about six glorious months working for a very large name game company on a few of the most well known franchises in the gaming world. The most memorable experience was before I even got in the door.

In short, the hiring process felt like being on a modern day reality TV show, competing at small rigged contests for the pure amusement of others while attempting to win a mystery prize that ends up sucking.

The whole ordeal starts by arriving at the front of the QA building as you and 20 to 30 other gamers are herded like cattle into a tiny lobby. Some of them were evidently “hardcore,” as you could identify them by the scent.

Eventually, when on the verge of passing out from the heat and smell, an “official” employee comes to gather everyone into a slightly more spacious room. You are given a written exam.  Nothing that was too strenuous by any means. Here is a picture of a controller, identify which system it goes to. Basically it was there to weed out idiots that wanted to play pre-release games but didn’t know anything about systems. The half that passed said written test moved on.

Round two takes place on a variety of consoles. You are shown standard bugs in a game (clipping, audio, video, gameplay) and then given a sheet with directions for recreating some of the bugs.  After you go through the process a few times you get 15 minutes to find as many bugs as you can, reproduce them and then write the directions for a dev to follow to reproduce them.  On average, maybe 5 people get past this.  Those 5 people move on to the next round.

Round three is an actual interview.  In my case, I was lead to a room with two guys behind a table. They greet me and ask some random getting to know you questions for a couple minutes and about five minutes in I, no joke, get handed a blindfold.  After it is firmly affixed, the “real” interview begins.  You get hit with a never ending assault of questions about what they are each wearing, what they look like, what the room looks like, what furniture was in it, what colors the walls are (three of the four walls were different colors), etc.

After what seemed like hours, the questions stopped coming.  You then get to sit out with the receptionist out front. Out of my group of five, I was the only one to “win” a position. I guess that was supposed to be something special as they said statistically only about 3 of every 100 applicants actually got a job.

The prize however was not on par with the obstacle course you must run to “earn” it.  80 hour weeks leading up to a game release with no overtime pay and never seeing your loved ones let alone the light of day… and for some a shower, is not worth a free copy of the game on the system of your choice upon release.

Penny Arcade Reality Show

Borrowed from Penny Arcade without their permission.

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The New Toejam and Earl

March 12th, 2015 Comments off

If you’re a fan, you have to check this out:

 

Toejam and Earl Back in the Groove

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IGDA DSS Results 2015

March 11th, 2015 Comments off

So, the IGDA is the International Game Developer’s Association, and I am a member (which costs me very little and makes me happier overall).
In 2014, they arranged a survey to figure out who is involved in the industry.  The survey was dubbed the Developer Satisfaction Survey (DSS), and they’ve just posted the findings.
They had a similar survey in 2005.  While combing through the newest results, I noticed some very odd trends.

I will conclude here for those that don’t want to read all the details:
If you already work in the industry, you’ve been there an average of 9 years and worked for an average of 3.5 companies.  If you aren’t in the industry, you are 46% of people.  You are most likely (76%) male.  You have a college degree (60%).  You are a programmer (33%).  You want to develop for Steam (76%), but you are currently developing for iPad (59%).  You’ve encountered ‘crunch time’ due to poor and unrealistic scheduling (53%).  You want to leave the industry because you want a better quality of life (39%).  You’ve never received a raise (20%), and you worry that you’ll lose your job next month( 25%).  You have a good or excellent relationship with management (53%), and you would either like to work for Valve (11%) or Blizzard (5%) if you aren’t working for an indie developer (48%).  Also, you might suffer from psychiatric or mental illness (5%).

 

Now for a blow-by-blow reading:

The first interesting tidbit was: 76% of respondents were Male.  Out of the 2,202 respondents, this means 1674 were male.
That was depressing, until I read the previous survey results from 2005 were a whopping 87%, but I would like to see it in the 60’s to truly feel like we’re getting somewhere.  Where have all the Veronica Belmonts gone?  Who will be the next Carol Shaw or Kellee Santiago?

Another weird number was those who claimed some form of disability: 17.5% identified as having a disability.  The largest disability listed was psychiatric and mental illness, which would be true: most game developer’s have some sort of problem mentally.  All kidding aside, I did find it strange that so many folks (385, roughly) have a disability.

Next was Education, where 39% of respondents have a college degree with an additional 21% holding a Graduate degree and 35% had a video game specific degree.  That’s a lot of smart people making our games.  Basically, 60% had a college degree or higher, so 1,321 have one and 462 of them have a video game degree.

Of course, the terrifying portion was that 46% of respondents were looking for their first job in the industry.  That totally freaked me out when compared with the previous education results.

Let’s do some quick math.  Out of 2,202 people 46% is 1013 folks looking for their first job.  If 21% have a graduate degree, that results in 213 with a Graduate degree who are looking for their first job.  If you’re paying attention, that’s 213 people who have a Master’s or higher who can’t get a job in the Video Game Industry (where is your God now?).  Of course, it could be that all the graduate degrees have a job, which means the 46% are actually 395 people who have a college degree and 618 people who don’t.  I’m not a statistician, so I just split the whole thing down the middle.  That means the real numbers from my mind are: 106 graduate degrees, 198 undergraduate degrees, and 709 ‘others’ are still looking for their first job.  That doesn’t seem too bad except 5% of respondents have a graduate degree and are looking for their first job.  9% have a college degree and are looking for their first job.  This means a whopping 32% of respondents looking for their first job in the industry don’t have a college degree.  Hey, that’s pretty good for those of us who have one!

Don’t lose heart.  I’m currently a programmer, but not in the video game industry.  I can honestly say I skewed the results because I selected ‘Still looking for my first job in the industry’ as my answer.  I am working on a graduate degree (in Video Game Design, no less), so I would fall within the 198 undergrads (unless I lied about completing my graduate degree and skewed the results further!!).  So, am I a sad-sack, unemployed homeless man on the street?  No, I’m just satisfied in my current employment.  In fact, I very much love my job.  I get to do a lot of different things, and I’m rarely bored.  Plus, I get to learn all the time and have wonderful benefits, but back to the DSS!

Of respondents, 33% classified themselves as programmers.  Game designers (27%) and Team leads (21%) were second and third, respectively.  This brought the truly saddest aspect of the survey.  The average number of years of people who are already in the industry have been there is 9.  Nine years is the average time people have spent in the industry.  If you are hoping to crack that egg, you are going to need more luck.  Over those nine years, they have worked for an average of 3.8 employers and worked on an average of 16 projects.  However, the most answered number (mode) of years in the industry is 3, meaning those folks have only worked for one employer.  This is also good, meaning that there are still opportunities.

Another depressing result was the number one reason people wanted to leave the industry.  At 39%, ‘I want a better quality of life’ was why people leave.  They’ve spent all this time trying to get in, and it turns out the quality of life is bad!?  That makes me so upset.  After watching the Indie Game movie, I could see exactly what they mean, though.  There was that one guy who was so miserable!

Having said that more than a third want to leave because of quality of life, longevity is good in the industry, with 75% reporting they had not been laid off in the last two years.
Plus, 76% of respondents who work in the industry are full-time employees.

That doesn’t mean you don’t have unpaid extra hours, which we call ‘crunch time’.  This is usually due to shipping deadlines and a rush to get a game out the door.  Poor and unrealistic scheduling was reported as the number one reason why ‘crunch time’ was encountered (53%).  Also, 56% reported that the pay for ‘crunch time’ was equitable.

But you aren’t going to get a raise, ever: 20% of respondents received no raises during their tenure in the industry.

And you might not be here very long: 25% of respondents were worried that their job would not be there next month, but you like your boss: 53% of respondents had ‘good’ or ‘excellent’ work relationships between managers and employees.

For development platforms, the iPad (59%), iPhone (57%), and PC (54%) were top three current and Steam (76%) was the highest future development platform.  This was reflected in the responses for the companies everyone wanted to work for: Top three most desired companies to work for are Valve(11%), Blizzard(5%), and BioWare(4.5%).

Triple A (AAA) isn’t the best place to work, and 48% of respondents would prefer to work for an indie company.  This is good news for indie companies, I guess.  It has never been a secret how EA or Activision treat their employees, so it should come as no surprise the preferred workplace.

In conclusion, I think the video game industry is coming along nicely, and Steam is certainly in control of development platforms.  Also, most of you are still probably psychotic.

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Buying Games in 2015

March 9th, 2015 Comments off

I love video games.  Almost all of them.  For serious.

How do I buy my games, you ask?  I use Green Man Gaming.
I like GMG because they often have prices cheaper on release day and constant sales.  They’re e-mail blasts can sometimes be cryptic, but often include 20% vouchers.
You can buy directly from them and redeem games within your Steam or Origin library.
There are also direct download games, for those times when you want to play without being connected to the internet.
I’m not sure why these types of games went away, but they did.

Alright, I also use a website to track Steam sales.
Steam Sales Tracker can be filtered based on what you’re looking for.
I usually sort based on % savings to see if anything I want is top of the list (like Borderlands for $2.99) and then I re-sort by Reviews % and see if any of the highest reviewed games are within my price range (usually less than $5, depending on the game).  They also track the highest discount that has been applied to each game, so you can see if it has ever been cheaper than the current sale price.
This is how I built my Steam library to 250 games, but I have to mention a friend of mine who has a library of over 800 games.  I know that he doesn’t spend money on anything else (except dollar store gloves that he cuts the fingers off to look cool), so I think he’s good.

Of course, I also use Humble Bundle.
Humble Bundle is great because you can pay the bare minimum for games.
An example is that I paid $4.12 for eight games (Don’t Starve, Dungeons of Dredmor, and some others).  Because I paid more than the average, which was $4.05, I got two additional games for free, plus the soundtracks of all ten games.

Seriously, you want to get games?  I’ve provided you with all you need to have a wonderfully time-consuming Steam library in just a few short weeks!

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Best in Play GDC 2015

February 26th, 2015 Comments off

There aren’t many other sites I visit to get video game news, but Gamasutra has some amazing stuff for game developers.  The Game Developer Conference (GDC), put on by the International Game Developer’s Association (IGDA) is a yearly conference in San Francisco.  This year, the GDC picked the best new independent games and the results were posted on Gamasutra.  Seriously, Mekazoo looked amazing.  Also of note are two Kickstarter games: Into the Stars and Rogue Wizards.  I backed Rogue Wizards because I love roguelikes, but I did not back Into the Stars because I was disappointed with the ship design.  Yes, something that small prevented me from backing what will undoubtedly be a great game.  I just hated the idea that every single other person playing the game would have the exact same ship.  I apologize that I love spaceships.  I’m honestly pining away for Destiny to include a ship-to-ship battle system in the Reef.  What the hell else are we going to do with that huge expanse of nothingness and broken ships?

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Orion Trail Kickstarter Bump

February 25th, 2015 Comments off

Who doesn’t have fond memories of Oregon Trail when they were growing up?  What if the graphics looked like Space Quest or King’s Quest, but you could die of space dysentery?  The answer is: Orion Trail.  You are the fearless captain of the Indestructible II, which calls into question the reliability of having a ship called ‘Indestructible’ if this is the second one.  What happened to Indestructible I you might ask?  The answer is that I don’t know.  However, you can pledge $10 and find out!  Plus, as an added bonus, you get your name in the credits!  Remember, Kickstarter won’t charge you unless they reach their (lofty) goal of $90,000.  If they don’t, it costs you nothing.  If they do, you get the game for ten bucks and your name in the credits!  What a wonderful combination!

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Mobile Gaming Early 2015

February 25th, 2015 Comments off

So, I’m a gamer.  Most would call me a hardcore gamer.  I spend approximately 30 hours playing games a week.  I’d say about half of that is mobile gaming.  I loved being able to download a free game and just playing the heck out of it.  I have played Jetpack Joyride to a fairly high level (I’m level 368 or so):

 

So, I wanted to talk about what I’m currently playing, because it’s normally consistent until I beat a game, or completely lose interest.
For the sad news, here are the mobile games I’ve lost interest in recently:

Brave Frontier – I played this for four hours a day, everyday until I realized that the support team didn’t care about the players.  Stopped dead.

AdventureQuest Battle Gems – I was a founding member of the game because I’m a huge AdventureQuest fan (I was a founding member of DragonQuest), but the game fell flat

Monster Match – Another game I played for four hours a day until I found out that the support team didn’t care about the players.  I had reported bug after bug and they never fixed a single one.  Even to this day, I’m pretty sure the bugs I reported are still there.

 

Here is my current playlist:

Crusader’s Quest –  Love the game, and the minute I have a problem I bet I will get no support and stop playing.  Currently play three to four hours a day.

Jetpack Joyride – Yes, I still play it.  I’m on a quest to get every badge and I heard you need to hit level 1875 to do it.  Of course, that could be years away.  John Haasl was the first.

Hill Climb Racing – When I first downloaded Hill Climb Racing, I played it for six hours straight.  The game is so easy to learn and impossible to master.  I put a few hours a week in.

 

I normally mobile game on the train to work or back home and sometimes when watching Netflix or getting ready for bed.

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Truth about Destiny

February 25th, 2015 Comments off

I wanted to post this link, because it is exactly true.  I played Destiny for the first time in a few weeks (since I was busy platting Skyrim), and it felt like a job.

 

http://www.dorkly.com/post/69846/the-terrible-truth-about-destiny

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Kickstarter Bump

February 19th, 2015 Comments off

I have become a huge fan of Kickstarter in recent months.  That’s actually where I’ve spent all my time.  I was doing other things too, I guess.

 

So, I will use this tiny soapbox to support Kickstarter projects that I really like.

 

The first of these is Children of Morta.  By the time anyone reads this, the project will be fully funded, and I will be rewarded with my version of the game…which will come with special things only a handful of others will have.  Actually, I can tell you that exactly 235 other people will have the special things I will have.  That’s the beauty of Kickstarter.  You can provide loyal backers with special things (in-game items, your name in the credits, real-life items).  The game is a dungeon-crawler roguelike with memorable characters and a fun storyline.  I can’t wait to get it and play.  That is a drawback of Kickstarter, of course: the rewards sometimes take a very long time to get to you.  In fact, I have only received the rewards from two of the 18 projects I have backed.

 

If you haven’t heard of Kickstarter, it’s a crowd-funding site that allows you to ‘back’ projects.  This means that you promise to pay a certain amount of money to the project in return for rewards.  Oftentimes, the rewards are real-life items or pre-purchase deals.  I backed a project that netted me a copper-clad refillable beer growler that stays pressurized and keeps the beer drinkable for up to six months!  I also got my name in the credits of several soon-to-be-released video games.  The most notably is probably ‘The Flame in the Flood’, or ‘Hollow Knight’.  The idea is that you promise to give the project a certain amount of money if they reach their goal.  Sometimes, the projects have very low goals so they get all the money, and sometimes projects have very lofty goals that are never reached.  If a goal isn’t reached, you don’t get charged any money, but you also don’t get any rewards.  I think it’s a fantastic system, and I can’t wait until I have something worthwhile to fund on the site.

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Borderlands Pre-Sequel!?

February 19th, 2015 Comments off

Has it been too long?  I’m sorry.  If you missed it, just be patient and it will come back around again.  First off, they released a game called ‘Borderlands: the Pre-Sequel’.  You can play as Claptrap.  Need I say more?  YOU CAN PLAY AS CLAPTRAP!  Seriously, if you haven’t already gone over to Amazon and purchased a copy, there are other things.  Ever since Borderlands 2, I have been a little gun shy (puwned).  I loved Borderlands.  I mean, almost as much as I love Nathan Drake (See previous post about my man-love for Nathan Drake).  However, after struggling with the first boss in Borderlands 2 (I mean, seriously…who has to struggle with the FIRST BOSS!?!), I found myself feeling more nostalgic for the first game.  Borderlands 2 incorporated a special ‘golden key system’ for gaining overpowered and goofy guns.  I got a shotgun that fired grenades…which were also on fire.  I also got a rocket launcher that fired a fractal-based rocket that would hit something, then split into two rockets, that each split into two more.  However, even with some of these crazy guns, I found the game to be a bit grindy.  Don’t get me wrong: I can grind.  I got a Platinum on Skyrim.  Trust me…I can grind with the best of them.  I just wanted more out of Borderlands 2.  It was too serious and too dark and a bit too hard.  I was glad when they introduced the mechro-mage and I could trick my wife into playing because she could just summon a big killer robot who would protect her, so that was pretty good.  I was pretty burned out with Borderlands 2 (which I still have never beaten, because I heard the ending sucks), and then I heard they were making a new game!  Really, I was just minding my own business one day and overheard someone say the unmistakable words, “new Borderlands game”.  That was all I needed.  I went home, Googled for two seconds, and had pre-purchased Borderlands: the Pre-Sequel.  I didn’t notice until much later that I had bought the PC version when I am a dyed-in-the-wool console gamer.  So, I spent another $60 to get the PS3 version.  What’s that?  Yeah, Gearbox (Borderlands developer) said they would not be releasing any games on the new-fangled systems.  I mean, we’re talking about the PS4 being out for almost a year and the developer saying that they are still going to release games for the old version?  That honestly makes me happy.  Not as happy as playing as Claptrap, though.  There is good news!  Gearbox has just recently announced that they will be releasing a new high-def version of Borderlands and Borderlands 2 (hopefully with all DLC included) for the PS4.  They have been unsure whether this will include the Pre-Sequel, so I have some words of wisdom to pass on to you, dear reader.  When I got the pre-sequel, I started playing as Claptrap.  I haven’t played as anyone else.  Claptrap is more fun to play than any other character in Borderlands, ever.  Get the game.  Then get your PS3 out from underneath your bed.  Play as Claptrap.  Profit.

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The Return

February 19th, 2015 Comments off

It’s true.  I’ve been away for a while.  However, I wanted to tell people once again about all the cool things that are going on.  Actually, I wanted to tell people about all the things that I think are cool.  Be ready for a bevy of posts ranging from things that happened a while back that are still cool and a lot of new cool things.

 

-Ben

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Moshi Monsters: Moshling Zoo is Available!

November 27th, 2011 Comments off

Remember when I was talking about Moshi Monsters?  It’s been released!

 

Moshi Monsters: Moshling Zoo is Now Available for Nintendo DS

SANTA MONICA, Calif.,  — Fans worldwide are rejoicing today as they embark on a discovery of an entirely different side of Moshi Monsters, as a new type of gameplay within the Moshi Universe arrives with Moshi Monsters: Moshling Zoo from  Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI) and Mind Candy. Moshi Monsters: Moshling Zoo, based on the massively popular Moshi Monsters online social world (www.moshimonsters.com),  is now available for Nintendo DS in North America.

Moshi Monsters: Moshling Zoo extends the popularity of the online world’s Moshlings (“pets of pet monsters”), including brand new Moshlings and locations plus an intuitive format in which to interact with their favorite characters. Along the way, there are 52 Moshlings to collect from the common to the rare and even the elusive ‘ultra-rare.’ Children can also play new mini-games and educational style puzzles or even win awards and trophies to take back to their zoo!

Available while supplies last, a ‘Limited Edition’ copy of the game comes packaged with 1,000 free Rox (the in-game currency of MoshiMonsters.com) and an official trading card pack from Topps. These ‘Limited Edition’ copies of the game are available exclusively at Toys’R’Us.

“Throughout Moshi Monsters: Moshling Zoo’s development cycle we’ve been astounded by the passion of the fans of Moshi Monsters, and how quickly the property is growing,” said David Oxford, Activision Publishing. “Activision has embraced the spirit of what made Moshi Monsters so appealing to over 50 millions kids across the world. We can’t wait to see how our fans respond to a fresh Moshi experience on Nintendo DS!” said Michael Acton Smith, CEO Mind Candy (Moshi Monsters parent company).

Moshi Monsters: Moshling Zoo is available now for Nintendo DS at $29.99. This game has been rated E for Everyone by the ESRB. For more information please visit www.MindCandy.com or www.Activision.com.

Trine 2 Official website released!

November 27th, 2011 Comments off

TRINE 2 OFFICIAL WEBSITE LAUNCHES WITH 18 BREATHTAKING NEW SCREENSHOTS
The site is now online, not unlike the game’s amazing 3-player co-op!

IRVINE, CALIFORNIA — ATLUS and Frozenbyte, the respective publisher and
developer of the upcoming Trine 2, a high fantasy, physics-based action-platformer with
cooperative online multiplayer, launched the official website for the game, complete
with a host of new assets and information for the highly anticipated sequel to one of the
most acclaimed downloadable games of the generation.

The official website offers a sampling of the fantastical monsters and many lush and exotic
environments in the game, which is slated to release on PlayStationNetwork for PlayStation3
computer entertainment system, Xbox LIVE Arcade for the Xbox 360 video game and entertainment
system from Microsoft, and PC later this year. In addition to beautiful art work and new details
surrounding the game, a set of 18 gorgeous new screenshots show a fantasy world rendered with
unprecedented vibrancy, richness, and depth.

Trine 2 is currently scheduled for release this December for PlayStation3 computer entertainment
system, Xbox LIVE Arcade for the Xbox 360 video game and entertainment system from Microsoft,
and PC. To visit the full site, visit http://www.trine2.com.

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Do YOU love NASCAR?

November 24th, 2011 Comments off

My wife is a HUGE fan of NASCAR, and Jeff Gordon specifically.  When she found out Activision is releasing a new game, she wanted to know all about it!

Activision’s NASCAR Unleashed Breaks Free From the Oval and Hits the Streets Today

Arcade Racing Action for NASCAR Fans of All Ages

SANTA MONICA, Calif. — Get ready to experience blindingly fast arcade speed and over-the-top racing action as Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc.  (Nasdaq: ATVI), expands on the success of the NASCAR videogame franchise with NASCAR Unleashed. Now available for the Xbox 360 video game and entertainment system from Microsoft, PlayStation3 computer entertainment system, the Wii from Nintendo and Nintendo 3DS, NASCAR Unleashed  has players breaking out of the oval tracks and onto the uneven pavement of city streets, idyllic countryside roads, pristine beachfront highways and more!

NASCAR Unleashed features 15 of NASCAR’s biggest names, including NASCAR Sprint Cup series drivers Kyle Busch, Dale Earnhardt, Jr., Jeff Gordon, and Joey Logano. Players will take the wheel of growling, turbo-charged racing machines that will unleash their stock car fury on defenseless city streets. Familiar NASCAR tracks just waiting to be ripped apart include: Daytona International Speedway, Chicagoland Speedway, Homestead-Miami Speedway, Martinsville Speedwayand Talladega Superspeedway. Lifelong NASCAR fans and those new to the sport will enjoy careening around the tracks before rocketing away from the grandstands to explore the wide open world, NASCAR style.

The gameplay features forgiving handling and virtually no rules, with the key being bashing and smashing opponents out of the way to earn the trophy. Drafting and power sliding around turns will be the most useful tools in a player’s arsenal; but with loose mechanics they should be vigilant for cars flying overhead in wicked Hollywood style crashes. The wild “Rival” feature turns up the heat: players must compete not only with the other racers but with a given “Rival” who is gunning to knock them out of the lead and to the back of the pack. Distinct game modes available for play include single player championship, time trial challenges, quick races and action-packed split screen multiplayer.

NASCAR Unleashed is now available on Xbox 360, PlayStation3 system, Wii and the Nintendo 3DS for $39.99 MSP. The game is rated E for Everyone by the ESRB. NASCAR Unleashed will also be featured in the Battle of the NASCAR Kids event taking place the weekend of November 18 at the Sprint Cup Championship race in Homestead-Miami. For more information please visit www.ActivisionUnleashed.com or join us on facebook.com/NASCARUnleashed.

Remember how Goldeneye made you feel on the N64?

November 22nd, 2011 Comments off

Activision Recruits Xbox 360 And PlayStation3 System Gamers to Become the Ultimate Mi6 Agent In GoldenEye 007: Reloaded

SANTA MONICA, Calif. — Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), today announced that GoldenEye 00: Reloaded is now available in retail stores nationwide, allowing Xbox360 and PlayStation3 system gamers to experience the modern re-telling of the legendary GoldenEye film for the first time ever on their HD consoles.  GoldenEye 007: Reloaded was built on a brand new engine that delivers the gritty, lethal action of Daniel Craig’s James Bond at 60 frames per second with stunning visuals, lightning fast gameplay and the ability to play using the PlayStationMove sharp shooter.

“This is the epitome of a classic reborn,” said David Oxford, Executive Vice President at Activision Publishing.  “We know that fans love the original GoldenEye film, so our team worked closely with the original screenwriter and film talent, along with the devoted developers at Eurocom, to create a modern reimagining tailor-made for Xbox 360 and PlayStation 3 gamers around the world.”

Based on the original screenplay, GoldenEye 007: Reloaded introduces brand new ‘Mi6 Ops Missions‘ — new, distinct levels additional to the single-player campaign that span the varied environments from the story.  The game challenges players to complete different Assault, Elimination, Stealth and Defense objectives all showcased in HD and running at a smooth 60-frames per second.  GoldenEye 007: Reloaded takes multiplayer to new heights, maintaining and improving its renowned four-player split-screen action and adding full, adrenaline-pumping 16-player online matches with more maps, weapons, characters and game modes than ever before.

The game is brought to life with an updated story penned by the Hollywood screenwriter from the original GoldenEye film, Bruce Feirstein; the voices of Daniel Craig as James Bond and Judi Dench as ‘M’; and combat animations motion-captured by Daniel Craig’s film stunt double, Ben Cooke.

GoldenEye 007: Reloaded is being developed by Eurocom under license from EON Productions Ltd and Metro-Goldwyn-Mayer Studios Inc. (MGM), for the PlayStation 3 system and Xbox 360 video game and entertainment system from Microsoft, and is rated “T” (Teen) by the ESRB.

For more information, visit www.facebook.com/GoldenEyeGame or www.GoldenEyeGame.com.