On Gear Live: Netflix charging $1 per month premium for Blu-ray

The Console Wars Veteran I gaming medal

Posted by Lolita Beckwith
Categories: Accessories, Culture, Nintendo

Console Wars MedalsOnly a hardcore gamer knows the unique sense of accomplishment felt after reaching “100% completion” on a video game. But when you brag about it, you’re likely to get the response “So whaddya want, a medal?” Well, now you can actually have your own gaming medal, courtesy of Supermandolini. The limited edition Console Wars Veteran I medal honors “the memories of endless epic battles, infinite high scores and numerous blistered fingers.” The metal badge features a retro NES controller, but we’re hoping other consoles will get the medal treatment soon, as we’d love a SNES version. Available for approx. $27 USD. 

Read More | Supermandolini via Retro to Go


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Geek Jewelry: The “Space Invaders” Rings

Posted by Lolita Beckwith
Categories: Accessories, Culture, Retro

Space Invader RingsCall us paranoid, but we’re beginning to wonder if the aliens in “Space Invaders” really are trying to take over the world: The tote bag. The baby’s mobile. The scarf. The doormat. And now… the rings! Yes, now you can show your love for the classic game 24/7 by wearing one of those pesky aliens (or elusive spaceship) on your finger. Choose one of four designs, each made of pure silver with Rhodium plating. Strangely, we couldn’t find price info on the manufacturer’s website, so you may have to contact them yourself for details.

Read More | Toy Me Milano via Geek Sugar


California Extreme Channels a Simpler Time

Posted by Paul Hamilton
Categories: Culture, Editorial, Retro

Pinball Players at California Extreme 2007

Gamers of a certain age, if given half a chance, will gladly recount grand tales of smoky rooms, dimly lit by a few dozen cathode rays where the only sounds are the white noise of competing digitized soundtracks, crude speech sythesizers, blips and bells, pings and whistles and artificial arpeggios rolling down an electronic scale.

The misty sincerity of those gamers who cut their teeth on the quarter-munching cabinets of Space Invaders, Asteroids, Missile Command and Sinistar is almost enough to make one forget what a mess the modern arcade equivalent has become. The gargantuan interface machines with their elaborate weapon approximations and physical demands juxtapose over a likewise spectacular price per play resulting in a hollow shell of what the old guard knew so well. These are not arcades as exist in those guarded memories, they are interactive entertainment experiences: The kind of branded, marginalized speciality device that has been focus tested and trade-show marketed to get the premium floor space right out front in view of the mall concourse is showpiece here.

Even those arcade machines which can still accurately be described as video games compete for the higher-yield ticket-generating skill games (which ironically involve very little skill). Most of those who recall the days when 3D graphics referred to the vector lines of Tempest pass by these modern emporiums. Perhaps they shake their heads a little or make a disparaging comment. Kids these days. Get off my lawn. They don’t enter; inside is only heartbreak.

Perhaps what hurts the most is that it is a heartbreak we chose. We have no one to blame but ourselves, for while the arcade as it was may be dead, ultimately it is us who killed it.

We wanted the more valuable entertainment experience. We asked for and then demanded a perfect replica of our arcade favorites that we could play at home from the comfort of our couches. We pressed for more arcade-quality graphics on our home consoles until our set top boxes had visuals that outpaced anything showcased on a standalone machine. We asked for, and received, greater narrative depth in our games and as a casualty for our insistence we killed the arcade—the very entity we now mourn.

Click to continue reading California Extreme Channels a Simpler Time


GamerAndy Live! Episode 82: Sex, Lies and Gamertags

It’s a veritable cornucopia of co-hosts, as Andy, Hawkes, Edie and Steve519 (from XBLRadio) initially intend to talk up this week’s gaming news but instead delve deep into what we think is a growing plague on the landscape of podcasting: Corporate Lapdoggery. Yes, this is the episode where we pretty much rip apart Microsoft’s MVP program and pretty much expect we’ll be banned from all Microsoft events from now on.

We didn’t want to do it, but it had to be done. What can I say, kids, after months and months of everyone thinking it, someone had to pipe up and say the emperor has no clothes.

Just be warned, we’ll say a lot of stuff that will make us enemies, but we believe we are firmly on the side of truth, fairness, and the open exchange of information. We believe that you should be able to trust podcasts—any podcast—as much as you trust your local newspaper. Is that too much to ask? And even though we’ll probably take a lot of heat for this, we’d rather be dead right than alive and wrong.

AND!! There’s a contest for Halo2 and Shadowrun for Vista and Stalker for the PC (XP or Vista). Just listen before the first break and the end of the show to find out how to win!


Alex St. John Talks Wii, Casual Games, Blasts Vista

Posted by Christopher Sasaki
Categories: Internet, PC

VistaAlex St. John, CEO of online game publisher Wild Tangent, recently talked with Dean Takahashi at Mercury News about casual gaming, Vista, and a little about the Wii, but most of the interview seems to focus on a withering criticism of Vista. St. John has long made his feelings known about the things he feels are broken in the gaming support in Vista, but here he seems to go into a little more depth. Some of the stuff isn’t that shocking – it’s fairly well known that there is generally a performance hit when gaming in Vista. Gamers don’t really get any benefits from DirectX 10 right now without content to support it, and of course St. John goes after the standard Microsoft criticisms of code bloat and memory footprint.

Beyond that, St. John’s big criticism is that the security mechanisms and parental controls, in his opinion, are horribly poorly thought out and implemented. St. John claims that Wild Tangent had to do tons of work to make sure that their online platform worked correctly in Vista, and very few of the competing online providers did the same, resulting in a broken experience for most casual gamers.

Interestingly, Microsoft sent a response to the interview, but the email from Microsoft reads more like a general “feel good” press release about how they worked with developers and families to come up with the solution in Vista, while countering none of the issues that St. John raised. St. John is saying that the implementation is broken, and Microsoft’s response basically seems to be “we talked to a lot of people and tried really, really hard” which in itself seems to be an indictment of Microsoft’s development process.

Read More | Mercury News

Black Xbox 360 Box Art Leaked?

Posted by Christopher Sasaki
Categories: Hardware, Rumors, Xbox 360

Xbox 360 Black

Playfeed’s parent blog, Gear Live, has gotten a hold of some internal images of a limited edition black Xbox 360 console with HDMI support, which would seem to confirm the recent rumors on the Internet about a black Xbox 360 release. These rumors originally had the release timed to counter the Playstation 3 launch in Europe and Australia, but an actual release date at this time is unknown. The box art reportedly mentions that the new console includes three USB 2.0 ports and an HDMI port, but has no mention of the hard drive size. Still, the mythical HDMI-enabled Xbox 360 looks to be getting closer and closer to becoming a reality.

Read More | Gear Live

Zune Games To Appear By July 2008

Posted by Christopher Sasaki
Categories: Casual, Hardware, Internet

Zune It was anticipated early on that Microsoft’s Zune MP3 player would offer some kind of gaming in the future; after all, the Zune already utilizes Microsoft’s point-based transaction architecture for song downloads and the MP3 player was created by one of the parents of the Xbox, J Allard. Now, it appears that there is a timeline for games on the device, according to a report from Bloomberg News. Peter Moore has confirmed that the Zune will see games support within 18 months to bring it on par with the iPod. Hopefully this will happen sooner, rather than later. By June 2008, the iPod will more than likely have advanced to its sixth generation release of the platform; Microsoft may need to have more up its sleeve to keep pace.

Read More | Bloomberg

How The Xbox 360 Is Affecting Video Game Sales

Xbox 360 Sales ChartTodd Bishop at the Seattle Post Intelligencer has pulled together some interesting data about how the Xbox 360 has impacted video game console sales. By pulling together publicly available data for a few of the largest game publishers, one can get an idea of how the Xbox 360 market is shaping up. This isn’t going to be perfect because first party sales figures aren’t going to be reported and there are many other game publishers that aren’t represented on the list. Also, because not every title released on the Xbox is available on the Xbox 360 and vice versa, there are going to be some gaps in reporting in this area as well. But this does give a really high level view of the console market, and how marketshare is shaping up.

Over the first nine months, it appears that most of the Xbox 360 marketshare is coming at the expense of owners of the original Xbox. A small percentage of Playstation 2 sales appear to have shifted to the Xbox 360, but overall, the console still remains the dominant force on the market. Gamecube sales dropped off, but this may have had more to with the fact that fewer titles are being released on the Gamecube than on the other platforms. Total sales of game titles released for either the Xbox or the Xbox 360 grew year over year, but this may be in part to the 20% premium that Xbox 360 titles claim over their counterparts.

Despite all of the limitations of the data pulled, this gives a really interesting look into which consumers are pursuing platforms. With the Playstation 3 and the Wii releases coming up, one wonders how much brand loyalty is going to play into the success of the next generation.

Read More | Seattle Post-Intelligencer

Peter Molyneux Talks Evolution Of Combat, Wii At Leipzig

Posted by Christopher Sasaki
Categories: Culture, Fighting, Wii

Peter MolyneuxSpeaking at the Leipzig Games Convention Developer Conference, Peter Molyneux spoke on the need to evolve next generation combat. Both 1up and GamesIndustry.biz have covered separately different aspects of the talk, with 1up focusing on Molyneux’s ideas for advancing combat in the next generation. GamesIndustry.biz focused on the challenges that the Wii controller will present.

Molyneux’s general commentary on combat in video games is that, by and large, the fighting is not realistic. He proposed that developers do away with hit points, life bars, and unrealistic fighting in games. Molyneux held up Tarantino’s Kill Bill as an example of an approach to combat that video games might emulate. This might have been an unfortunate choice, given that this movie isn’t the most realistic portrayal of combat in the film world, but the points he expressed were still somewhat salient. His proposal includes going towards “one button” combat, combining charge attacks with timing and context awareness to alter how the fight progresses. The approach sounds similar to the timer attacks utilized in Yu Suzuki’s Shenmue series. Molyneux didn’t necessarily advocate this as the end-all of combat implementations, but seemed to use this to urge developers to think more creatively when developing new games. This somewhat tied into his remarks about the Wii controller.

When talking about the Wii controller, Molyneux confessed that he is “…an incredibly lazy person when I play games… when I have to get up, it’s painful.” He urged developers to consider the physicality of the control schemes that they were implementing, using the example of a movement-sensing glove that they tested. According to Molyneux, using the glove was “like some sort of Japanese torture that we’d put him through…” It seems Molyneux finds the freedom that the new controller offers exciting, but that excitement has to be tempered and worked with creatively to get the best that the controller brings to the table. Overall, the tone of the talk seemed to advocate developers to seek innovation rather than fall back into older, easier development patterns.

Read More | 1up

Read More | GamesIndustry.biz

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