Archive for the ‘Games’ Category

TweetCraft is an in-game Twitter client for World of Warcraft and a Microsoft Coding4Fun Project. With it, you can send/receive Tweets, upload screenshots, and even AutoTweet in-game achievements!


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Nielsen Games released its March 2009 data for top console usage and PC game titles with Playstation 2 and the role-playing game World Of Warcraft again topping their respective lists.

Top 10 PC Game Titles: March 2009
RANK Game Publisher Avg. Min Per Week
1 World of Warcraft Blizzard Entertainment 653
2 Second Life Linden Lab 760
3 Dark Messiah of Might & Magic Ubisoft 582
4 Civilization IV: Beyond the Sword 2K Games 668
5 Bookworm PopCap Games 169
6 Half-Life 2 Vivendi Games 313
7 Civilization IV 2K Games 332
8 Warcraft III: Reign of Chaos Blizzard Entertainment 213
9 Chessmaster Challenge PlayFirst 54
10 StarCraft Blizzard Entertainment 334

Source: Nielsen Games – GamePlay Metrics™

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Sims 3 iPhone Debut

EA Games is now shipping a iPhone version of its popular The Sims 3 game. The game takes full advantage of the iPhone’s multi-touch screen capabilities allowing players to change views with ease.

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Habbo, which see more than 11 million unique users each month, today released its annual Global Habbo Youth Survey Brand Update. The study, says Habbo, explores teens’ connection and interests toward individual brands and highlights their preferences in categories including consumer electronics, music, sportswear, and games. On the game/virtual worlds front, Runescape maintained its number one status among US respondents, followed by Gaia Online, IMVU, World of Warcraft, and Club Penguin.

Top Online Games / Virtual Worlds (other than Habbo)
1. Runescape
2. Gaia Online
4. World of Warcraft
5. Club Penguin
6. MySpace
7. Meez
8. Maple Story
9. Neopets
10. The Sims

Top Web sites (other than Habbo)
1. MySpace
2. YouTube
3. Facebook
4. Addicting Games
5. Runescape
6. Google
7. Yahoo
8. Gaia Online
9. Club Penguin
10. Miniclip

The study was conducted in April, 2009, collecting the opinions of some 112,000 teens between the ages of 11-19.

Source: Virtual World News

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Microsoft has unveiled for the first time to the public their “Project Natal.” This is the code name for a revolutionary new way to play with no controller required. See a ball? Kick it, hit it, trap it or catch it. If you know how to move your hands, shake your hips or speak, you and your friends can jump into the fun. The only experience needed is life experience.

Compatible with any Xbox 360 system, the “Project Natal” sensor is the world’s first to combine an RGB camera, depth sensor, multi-array microphone and custom processor running proprietary software all in one device. Unlike 2-D cameras and controllers, “Project Natal” tracks your full body movement in 3-D, while responding to commands, directions and even a shift of emotion in your voice.

In addition, unlike other devices, the “Project Natal” sensor is not light-dependent. It can recognize you just by looking at your face, and it doesn’t just react to key words but understands what you’re saying. Call a play in a football game, and players will actually respond. Want to log onto Xbox LIVE? Simply step in front of the sensor.

Lionhead Studios have created an interactive demo using a character called Milo.

“The next step in interactive entertainment is to make the controller disappear,” said Steven Spielberg, visionary director and producer. “With ‘Project Natal,’ we’ll see games that bring everyone together through technology that actually recognizes us.”

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In 1997, the computer gaming company 3D Realms announced its new, upcoming game, Duke Nukem Forever. Based on the popular first-person-shooter format, the game promised to be a fun-filled, action-packed extravaganza of dark humor and bloody mayhem.

Sadly, the bloody mayhem came in the form of a bloodless winding up of the company earlier this month (May). In an official statement, the company said;

“Despite rumors and statements to the contrary, 3D Realms (3DR) has not closed and is not closing. 3DR retains ownership of the Duke Nukem franchise. Due to lack of funding, however, we are saddened to confirm that we let the Duke Nukem Forever (DNF) development team go on May 6th, while we regroup as a company. While 3DR is a much smaller studio now, we will continue to operate as a company and continue to license and co-create games based upon the Duke Nukem franchise.”

However, with no programmers and no funding, it looks like the Duke is down and out.

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In its recent press release Sulake Corporation, the parent company of Habbo, the world ‘s largest virtual world for teenagers, announced it has broken all previous records with sales 20% up in December 2008. As a result the company reached an annual revenue milestone of 50 million Euros (74 million USD) leading to profit; 4.8 million Euros (7 million USD) of EBITDA and a positive net result.

By year-end the Habbo community had also grown: 121 million Habbo characters had been created and the number of returning visitors increased by over 40%. Traffic to the virtual world also reached an all time high in December with over 11,5 million unique visitors.

Timo Soininen, CEO of Sulake Corporation explains:

“Our success in 2008 was a realization of the hard work we have put into Habbo. Constant site updates, usability improvements and a refresh of avatar clothing and accessories have all contributed to boosting our user experience and numbers. More teens than ever are visiting Habbo and they are staying longer.”

“We are confident that our Habbo business model, which is based primarily on user sales and supported by advertising, is a clear strength in the current economic climate. We do see opportunity to grow our advertising revenue with advertisers looking for targeted and cost effective social media solutions. Furthermore, IRC-Galleria, our social networking service for young adults, has continued to grow both in user and advertising revenue.”

In 2009 Sulake aims to continue driving growth and profitability. In addition, the company plans to extend its product portfolio into new platforms and target audiences with the launch of a new service later this year.

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