Our friends overseas -- who live in the United States of Kingdoms, which we're fairly certain is what the UK is short for -- are about to have their free time sucked into oblivion. Publisher Mastertronic has announced plans to bring PopCap's most devilishly addictive titles to UK retailers on various platforms, starting with the February 18 release of PopCap Hits for Xbox 360; a tidy bundle which includes Bejeweled 2, Peggle, Feeding Frenzy and AstroPop.
Shortly thereafter, the publisher will port Plants vs. Zombies to the DS, and will release a second collection of PopCap Hits for 360, including Plants vs. Zombies, Zuma, Feeding Frenzy 2 and Heavy Weapon. Mediatronic also plans on releasing retail versions of a few of the casual developer's titles on PC later this year. Basically, we hope that the UK doesn't have any big projects coming up that will require its citizens to be as productive as humanly possible, because, hoo boy, that's a whole lot of PopCap
Source:Joystiq
Showing posts with label Pc. Show all posts
Showing posts with label Pc. Show all posts
Sunday, January 30, 2011
Friday, January 21, 2011
Bulletstorm PC to support Nvidia 3D Vision display
Based on all the promotional materials we've seen and hands-on time we've had withBulletstorm, we can confidently say that the game looks to be what those in the scientific community would call "a trip." Epic Games has clued in our sister site Big Download to a feature that might exponentially increase said trippyness: The PC version of Bulletstorm will include 3D-display support, provided you've got the right kind of monitor, glasses and an Nvidia GeForce-based graphics card.
As excited as we are about the opportunity to freeze an enemy in the air, then kick him backward through actual planes of depth, we're actually more thrilled about something else: seeing the game's dialog as three-dimensional subtitles. It's like we can reach out and touch the "dick-tits."
As excited as we are about the opportunity to freeze an enemy in the air, then kick him backward through actual planes of depth, we're actually more thrilled about something else: seeing the game's dialog as three-dimensional subtitles. It's like we can reach out and touch the "dick-tits."
Source: Big Download
Homefront dev explains the importance of dedicated servers
Following the wildly negative reaction to Modern Warfare 2's lack of dedicated servers on PC, one of the marketing bullet points for THQ's FPS Homefront has been its promise of suchdedicated servers -- not only on PC, but on Xbox Live and PlayStation Network, as well. But how important are they?
"You have to think about your constraints when you're making a game," Homefront senior designer Brian Holinka, of developer Kaos Studios, explained to us at a recent press event for the game. "If we host a server on a console, all of a sudden, that console is both server and it's playing the game. That really lowers everything: player count, the number of vehicles, everything. Dedicated servers allow us to offload all that work and basically all the client has to worry about is running the game."
Through dedicated servers, Homefront will support a chaotic 16-versus-16 online mode, whereevery player can summon a vehicle at will. "It means everything is bigger -- there's more players, more vehicles, more targets, more airstrikes," Holinka hyped.
"It really helps us offload a lot of work," he reiterated about the servers, "and now our scope is a lot bigger." But can you really call a 32-player match "a lot," when a game like MAG has littered the virtual battlefield with 256 players? We asked Holinka why Kaos wasn't using the dedicated servers to expand the number of players per match even further, and he reminded us that "we had more in Frontlines," the studio's previous game. Apparently, the team tested out larger battles for Homefront, but "it just didn't work," Holinka said. "We just found it wasn't fun. It just plays better at 32."
"If you played a level with 50 or 60 people in there," the developer found, "every time you turn around, you'd get shot."
"You have to think about your constraints when you're making a game," Homefront senior designer Brian Holinka, of developer Kaos Studios, explained to us at a recent press event for the game. "If we host a server on a console, all of a sudden, that console is both server and it's playing the game. That really lowers everything: player count, the number of vehicles, everything. Dedicated servers allow us to offload all that work and basically all the client has to worry about is running the game."
Through dedicated servers, Homefront will support a chaotic 16-versus-16 online mode, whereevery player can summon a vehicle at will. "It means everything is bigger -- there's more players, more vehicles, more targets, more airstrikes," Holinka hyped.
"It really helps us offload a lot of work," he reiterated about the servers, "and now our scope is a lot bigger." But can you really call a 32-player match "a lot," when a game like MAG has littered the virtual battlefield with 256 players? We asked Holinka why Kaos wasn't using the dedicated servers to expand the number of players per match even further, and he reminded us that "we had more in Frontlines," the studio's previous game. Apparently, the team tested out larger battles for Homefront, but "it just didn't work," Holinka said. "We just found it wasn't fun. It just plays better at 32."
"If you played a level with 50 or 60 people in there," the developer found, "every time you turn around, you'd get shot."
Via:Joystiq
Thursday, January 20, 2011
Dawn of Fantasy combines MMO with RTS on PC this June
Better set your alarm -- 505 Games has announced a title called Dawn of Fantasy, developed by Reverie World Studios, to be available on the PC this June. As you can see in the trailer after the break, the game is an MMORTS, combining single-player kingdom building and strategy warfare modes with a persistent online multiplayer experience. The title will have three different races available to players -- elves, men and orcs -- and, in addition to multiplayer skirmishes and a scenario editor, the game's economy will continue trading and growing even as you log off.
Check the screenshots below for a better look at what could be a really interesting title.
Check the screenshots below for a better look at what could be a really interesting title.
Tuesday, January 18, 2011
League of Legends admin fired after streaming misuse of power
Another incident for the employee-related community relations nightmare file.
- Source: VE3D, Riot Games
Sunday, January 16, 2011
Hey! Some new Telltale Jurassic Park screens
Game Informer has posted some of the first screens of Telltale's upcoming Jurassic Park. Additionally, the article lays out some more of the details that were recently revealed in the latest ish of Game Informer magazine. In particular, the piece details how Telltale is looking to focus on the human element of Jurassic Park and the interactions between its characters. This is opposed to the focus of nearly every other game based on the franchise: Kill a bunch of dinosaurs.
Head over to Game Informer for more details and screens of Jurassic Park. Once you've finished there, we did a little searching on YouTube, and we think we may have discovered some leaked gameplay footage.
Source: Game Informer
Via:Joystiq
Head over to Game Informer for more details and screens of Jurassic Park. Once you've finished there, we did a little searching on YouTube, and we think we may have discovered some leaked gameplay footage.
Source: Game Informer
Via:Joystiq
THQ and Mattel enter game deal, includes Masters of the Universe rights
THQ will target kids with a new multi-year, multiplatform "alliance" with Mattel -- that's for sure. What we're not so sure about is whether those targets are intended to be kids of the 80s or their kids of today. A news announcement reads like a who's who of garage-sale name drops: Barbie, Hot Wheels, Fisher-Price, Rock 'Em Sock 'Em Robots, Masters of the Universe, and even Polly Pocket (who's apparently still going strong these days).
While the deal with Mattel encompasses games that could appear on any platform imaginable, THQ did specifically note the potential in re-introducing the toy maker's brands through the uDraw GameTablet for Wii. "As we have shown with the combination of uDraw and Pictionary, there is enormous potential for the strategic relationship between THQ and Mattel," said Martin Good, executive veep of THQ's Kids, Family and Casual Games division.
The brilliant part about all this is that when you hand over THQ's Tablet and a copy of the He-Man: By the Power of Grayscale drawing game to the GameStop clerk, you simply say, "It's for my kid" -- and he sort of has to believe you.
[Image source: Madman Entertainment; credit: Mattel]
Source: THQ
Via:Joystiq
While the deal with Mattel encompasses games that could appear on any platform imaginable, THQ did specifically note the potential in re-introducing the toy maker's brands through the uDraw GameTablet for Wii. "As we have shown with the combination of uDraw and Pictionary, there is enormous potential for the strategic relationship between THQ and Mattel," said Martin Good, executive veep of THQ's Kids, Family and Casual Games division.
The brilliant part about all this is that when you hand over THQ's Tablet and a copy of the He-Man: By the Power of Grayscale drawing game to the GameStop clerk, you simply say, "It's for my kid" -- and he sort of has to believe you.
[Image source: Madman Entertainment; credit: Mattel]
Source: THQ
Via:Joystiq
Red Dead and Limbo lead nominees for 2011 GDC Awards
It's almost time once again for the industry's premier awards show that doesn't feature regular appearances by Jersey Shore cast members: the 11th Annual Game Developers Choice Awards. The event's organizers have released the mercifully Mountain Dew-based-category-free list of nominees, which includes a number of potential merits for Limbo, Red Dead Redemption, Mass Effect 2 and Assassin's Creed: Brotherhood.
Check out the full list of nominees after the jump and discuss your favorites in the comments! (Oh, that's your pick for Best Visual Arts? Well, we can't say we agree with you, there.)
2011 GDCA Nominees
Check out the full list of nominees after the jump and discuss your favorites in the comments! (Oh, that's your pick for Best Visual Arts? Well, we can't say we agree with you, there.)
2011 GDCA Nominees
Best Game Design
- Super Mario Galaxy 2 (Nintendo)
- Mass Effect 2 (BioWare)
- Limbo (Playdead)
- Red Dead Redemption (Rockstar San Diego)
- God of War III (SCE Santa Monica)
Innovation
- Heavy Rain (Quantic Dream)
- Kirby's Epic Yarn (Good-Feel & HAL Laboratory)
- Minecraft (Mojang)
- Limbo (Playdead)
- Dance Central (Harmonix)
Best Technology
- Starcraft II (Blizzard)
- Red Dead Redemption (Rockstar San Diego)
- Heavy Rain (Quantic Dream)
- Mass Effect 2 (BioWare)
- God of War III (SCE Santa Monica)
Best Handheld Game
- God of War: Ghost of Sparta (Ready At Dawn/SCE Santa Monica)
- Cut the Rope (ZeptoLab)
- Metal Gear Solid: Peace Walker (Kojima Productions)
- Game Dev Story (Kairosoft)
- Dragon Quest IX (Level 5)
Best Audio
- Limbo (Playdead)
- Red Dead Redemption (Rockstar San Diego)
- Halo: Reach (Bungie)
- Battlefield: Bad Company 2 (DICE)
- Mass Effect 2 (BioWare)
Best Downloadable Game
- Costume Quest (Double Fine)
- Limbo (Playdead)
- Super Meat Boy (Team Meat)
- Minecraft (Mojang)
- Monday Night Combat (Uber Entertainment)
Best Writing
- Red Dead Redemption (Rockstar San Diego)
- Heavy Rain (Quantic Dream)
- Mass Effect 2 (BioWare)
- Costume Quest (Double Fine)
- Fallout: New Vegas (Obsidian)
Best Debut Game
- Limbo (Playdead)
- Darksiders (Vigil Games)
- Minecraft (Mojang)
- Monday Night Combat (Uber Entertainment)
- Super Meat Boy (Team Meat)
Best Visual Arts
- God of War III (SCE Santa Monica)
- Limbo (Playdead)
- Call of Duty: Black Ops (Treyarch)
- Assassin's Creed: Brotherhood (Ubisoft Montreal)
- Red Dead Redemption (Rockstar San Diego)
Game of the Year
- Red Dead Redemption (Rockstar San Diego)
- Mass Effect 2 (BioWare)
- Call of Duty: Black Ops (Treyarch)
- Limbo (Playdead)
- Assassin's Creed: Brotherhood (Ubisoft Montreal)
Saturday, January 15, 2011
Bacon your pardon: Monday Night Combat PC release delayed a week
We know PC gamers are itching to get their hands dirty in Monday Night Combat's neverending struggle between man, woman, machine and mascot -- but they're going to have to wait just a little longer. Uber Entertainment art director Chandana Ekanayake recently posted on the Steam forums to inform users that the game's January 17 release date had magically transformed into a January 24 release date.
Ekanayake chalked the delay up to a desire to ensure "a solid launch with more bug fixes and more time to polish as well as add some new content." That all sounds good, but out of principle, we're going to stay mad at Uber Entertainment for exactly 10 minutes, starting ... right now.
[Thanks, Steve!]
Source: Steam
Ekanayake chalked the delay up to a desire to ensure "a solid launch with more bug fixes and more time to polish as well as add some new content." That all sounds good, but out of principle, we're going to stay mad at Uber Entertainment for exactly 10 minutes, starting ... right now.
[Thanks, Steve!]
Source: Steam
Minecraft beta 1.2 update adds new recipes, squid and cake
The update also adds squids (to harvest black ink from as part of the new dye mechanic) and squashes several bugs, including better multiplayer synching and crashing when loading levels. There is a lot about this update that is still uncovered and if you want to join in on the hunt, we suggest you start with this thread on the official forums. Happy crafting!
Source: Notch, Minecraft forums
Fatshark announces Hamilton's Great Adventure
Fatshark, the studio behind class-based shooter, Lead & Gold, has announced its next project: Hamilton's Great Adventure. A pretty stark departure from shooting up the ol' west, Hamilton's Great Adventure is an action puzzle game featuring an Indiana Jones-esque protagonist. Together with his bird Sasha, he must "crack crafty conundrums and challenges." The game is scheduled to arrive this April, with versions planned for consoles (we're guessing PS3 and 360) and PC.
Source: Fatshark
Source: Fatshark
Friday, January 14, 2011
OnLive Playback game catalog free to all users through Jan. 31
When OnLive began testing its flat-rate $10 per month back catalog game offering, Playback, at the beginning of December, the company said that it would officially launch January 15, aka tomorrow. That's not happening -- instead, the Playback beta is being opened up to all users free-of-charge through the end of the month.
Initially, the Playback beta was accessible only to those users accessing the service via the OnLive MicroConsole system; it will now be available to everyone, on every platform, during this extended period. OnLive has promised that the catalog will include around 40 titles when it's out of beta (and people are being charged for it). Right now, it features about a dozen.
Source: BigDownload
Initially, the Playback beta was accessible only to those users accessing the service via the OnLive MicroConsole system; it will now be available to everyone, on every platform, during this extended period. OnLive has promised that the catalog will include around 40 titles when it's out of beta (and people are being charged for it). Right now, it features about a dozen.
Source: BigDownload
Blacklight sequel going free-to-play
"The full game will be free along with premium content that can be purchased in-game," Long said. "Blacklight will feature a large number of improvements based on the player feedback we've gotten. And we hope going free-to-play will close that loop so we can respond even faster to player preferences." And hopefully give Zombie more resources (read: money) with which to implement those responses, no doubt.
The new game will use Unreal Engine 3, but won't use any assets from its predecessor. New weapons, new levels, and new "mech" vehicles will be featured -- the latter of which can be seen in the single released screenshot, above. Since it looks totally awesome, we're guessing that's going to be a microtransaction-based item.
Hothead sheds more light on the death of Penny Arcade Adventures
Back when the discontinuation of the Penny Arcade Adventures series was first announced, Team PA explained that the decision was made due to the team's concern about developer Hothead being forced to split attention between PAA and then-recently-announced DeathSpank. As PA writer Jerry Holkins told it: "I think they could've made DeathSpank and Episode 3 but I think Episode 3 would've suffered. I mean, I know it would have suffered. So we'd rather not do it than do it half-assed and so we're going to finish that story but it's going to be on our website."
Today, in an interview with Eurogamer, Hothead director of technology Joel DeYoung laid a little more blame at the feet of Holkins, implying that Tycho's alter ego had trouble keeping up with the workload required. "I think he really struggled to get the volume of text written for Episode 1, and then with Episode 2 coming out so quickly thereafter - it was five-and-a-half months," DeYoung said. "That was not worked on in parallel, and getting him to deliver that text was, er, frankly quite a struggle."
This revelation comes a few days after Hothead erroneously teased that Episode 3 would be produced if the first two sold well on the Mac App Store, a notion that PA artist Mike Krahulik quickly batted down on Twitter.
Though we may never know the real cause behind Episode 3's termination, whether it's Penny Arcade or Hothead that had too much on its plate, we'd imagine the truth, as is usually the case in situations like these, hovers somewhere in between.
Source: Eurogamer
Today, in an interview with Eurogamer, Hothead director of technology Joel DeYoung laid a little more blame at the feet of Holkins, implying that Tycho's alter ego had trouble keeping up with the workload required. "I think he really struggled to get the volume of text written for Episode 1, and then with Episode 2 coming out so quickly thereafter - it was five-and-a-half months," DeYoung said. "That was not worked on in parallel, and getting him to deliver that text was, er, frankly quite a struggle."
This revelation comes a few days after Hothead erroneously teased that Episode 3 would be produced if the first two sold well on the Mac App Store, a notion that PA artist Mike Krahulik quickly batted down on Twitter.
Though we may never know the real cause behind Episode 3's termination, whether it's Penny Arcade or Hothead that had too much on its plate, we'd imagine the truth, as is usually the case in situations like these, hovers somewhere in between.
Source: Eurogamer
Strong Bad's Cool Game now on Mac, temporarily discounted
Until January 20, the Mac and PC versions will be on sale for the same burninating price as the PSN release: $15 for the whole season. After that, they'll go back up to $30, which is still cheaper than the original WiiWare price of $10 per episode (there are five). You can use that beefy arm coming out of the back of your neck to click over to the product page on Telltale Games and save some money now.
Source: Telltale Games
FIFA Interactive World Cup Enters The Guinness World Records
FIFA Interactive World Cup celebrates a record breaking year
The FIFA President had the pleasure of welcoming a special guest to the Home of FIFA this week when Nenad Stojkovic, FIFA Interactive World Cup Champion 2010, joined Joseph S. Blatter to celebrate the tournament’s entry into the latest version of the Guinness Book of Records.
The FIFA Interactive World Cup is now officially the largest gaming tournament in the world, with 775,000 competitors taking part in the 2010 edition of the event. This event climaxed in Barcelona in May 2010 when Nenad was crowned champion after defeating all challengers at the Grand Final.
“The FIFA Interactive World Cup is of great importance to FIFA’s portfolio of events” said Mr Blatter, “the tournament gives us the opportunity to engage with a wider target audience through a platform which is of high relevance to the next generations of football fans”.
These words were echoed by the Chief Editor of the Guinness World Records, Gaz Deaves, who congratulated FIFA and its Partners EA SPORTS™ and Sony Playstation, saying “The strength of the FIFA Interactive World Cup is a hugely impressive achievement and its 775,000 participants are a testament not only to the popularity of sports videogames but also to the incredible effort it takes to organise the biggest gaming tournament in the world. We are pleased to award this record to FIFA and look forward to seeing it broken in 2011.”
This year’s edition of the FIFA Interactive World Cup now promises to be larger than ever, breaking its own record for the number of competitors. The tournament has a new format this year, with six online seasons making the event more accessible than ever. For general information on the event please check out the following link:http://www.fifa.com/interactiveworldcup/news/newsid=1324520/index.html
FIFA Interactive World Cup Champion Nenad has also committed himself to helping to improve the skills of fellow players all over the world. Every Friday a selection of Nenad’s favourite tips and tricks will be hosted on the FIFA Interactive World Cup section of fifa.com - www.fifa.com/FIWC
Razer Switchblade impressions: It's a 7" gaming PC with an LCD keyboard
Razer may be best known for its well-regarded line of angular, extreme gaming peripherals for the core PC gaming set – think mice, keyboards, mouse pads and yes, motion controllers – but the San Diego-based company is looking to branch out into an area you may not have expected: efficient (and graphically anemic) netbook computers.
While it's an unusual move for the peripheral maker, it's not a departure from their core competency. Gaming laptops may have whittled down the bulk required for a high-end gaming experience but they're still far from portable. Inversely, netbooks are steadily becoming increasingly capable laptop replacements, but fall short when performing the most demanding tasks ... like video gaming.
So Razer's been working behind-the-scenes for some years, having hired many of the people from portable computing pioneers OQO, waiting for the intersection of minimum specs necessary for an acceptable, low-end gaming experience. And now, at CES 2011, it's finally ready to share the fruit of its labors: the Switchblade, a "concept design" with no price, no launch window, and no guarantee we'll ever see it on store shelves. But that doesn't mean it's vaporware; Razer didn't spend time and money on a flashy (and functional!) prototype with no intent on productizing it. It's just not clear what the final product will look like.
But we do know what the Switchblade looks like. We had a chance to play with it at Razer's CES booth and came away very impressed with what we saw. In short the Switchblade is a netbook running Windows 7 on Intel hardware. Up top is a 1024x600 7" multitouch display; on the bottom is a pretty fancy keyboard featuring an LCD screen covered in a touchscreen layer and transparent keyboard keys. That keyboard offers two significant features: 1) the ability to create custom, game-specific controls and 2) the transfer of UI elements from the already small screen to the far more functional keyboard.

While in Windows, a slick UI skin occupies the top screen and a traditional QWERTY keyboard layout takes up the bottom "screen" – boot up a game (we were shown Warcraft 3) and you get those game-specific keys. Sometimes those are parts of the game's UI, other times it could be a stylized keyboard, with a Warcraft-y alphabet.

The diminutive Switchblade doesn't offer much in the way of physical connectivity – along the right side, you'll find a small AC port, and a mini-HDMI output. On the left side you'll find a single USB 2.0 port (for hooking up a Razer mouse, no doubt). As far as invisible ports go, the Switchblade packs Bluetooth, Wi-Fi, and though the unit we saw didn't have it, Razer is hoping to add 3G to the mix as well. The prospect of effortlessly bringing your WoW experience on the go, anywhere cellular data is available, is certainly thrilling to both WoW players and Razer execs.
And that's the pitch for the Switchblade. When asked (repeatedly) about the cost or release date, a Razer rep told us that they were targeting a netbook price range since, simply, that's the competition. They can't price it much higher and can't afford to price it much lower, so we imagine a target tag of rougly $300 to $500. As for when we'll see it on store shelves, he was much cagier. This unit is a prototype and even the name "Switchblade" is a codename (you can tell since it doesn't follow Razer's increasingly goofy "deadly predators" naming convention). Razer will undoubtedly have more to share at E3, but we're guessing a 2011 launch is out of the question. But until things are a little more official, we can all imagine a future where miniature gaming PCs abound ... and where MMO junkies leave their gaming caves.
Source:Joystiq
While it's an unusual move for the peripheral maker, it's not a departure from their core competency. Gaming laptops may have whittled down the bulk required for a high-end gaming experience but they're still far from portable. Inversely, netbooks are steadily becoming increasingly capable laptop replacements, but fall short when performing the most demanding tasks ... like video gaming.
But we do know what the Switchblade looks like. We had a chance to play with it at Razer's CES booth and came away very impressed with what we saw. In short the Switchblade is a netbook running Windows 7 on Intel hardware. Up top is a 1024x600 7" multitouch display; on the bottom is a pretty fancy keyboard featuring an LCD screen covered in a touchscreen layer and transparent keyboard keys. That keyboard offers two significant features: 1) the ability to create custom, game-specific controls and 2) the transfer of UI elements from the already small screen to the far more functional keyboard.
While in Windows, a slick UI skin occupies the top screen and a traditional QWERTY keyboard layout takes up the bottom "screen" – boot up a game (we were shown Warcraft 3) and you get those game-specific keys. Sometimes those are parts of the game's UI, other times it could be a stylized keyboard, with a Warcraft-y alphabet.
The diminutive Switchblade doesn't offer much in the way of physical connectivity – along the right side, you'll find a small AC port, and a mini-HDMI output. On the left side you'll find a single USB 2.0 port (for hooking up a Razer mouse, no doubt). As far as invisible ports go, the Switchblade packs Bluetooth, Wi-Fi, and though the unit we saw didn't have it, Razer is hoping to add 3G to the mix as well. The prospect of effortlessly bringing your WoW experience on the go, anywhere cellular data is available, is certainly thrilling to both WoW players and Razer execs.
And that's the pitch for the Switchblade. When asked (repeatedly) about the cost or release date, a Razer rep told us that they were targeting a netbook price range since, simply, that's the competition. They can't price it much higher and can't afford to price it much lower, so we imagine a target tag of rougly $300 to $500. As for when we'll see it on store shelves, he was much cagier. This unit is a prototype and even the name "Switchblade" is a codename (you can tell since it doesn't follow Razer's increasingly goofy "deadly predators" naming convention). Razer will undoubtedly have more to share at E3, but we're guessing a 2011 launch is out of the question. But until things are a little more official, we can all imagine a future where miniature gaming PCs abound ... and where MMO junkies leave their gaming caves.
Source:Joystiq
Blizzard launches StarCraft 2 Master League, plans for Grandmaster League
Have you found competition in StarCraft 2's online multiplayer "Diamond League" to be unrewarding? Do you hang, effortlessly, from the very highest rungs of the tallest competition ladder? It's time for you to shed your burdensome chrysalis and ascend to your next challenge: the recently launched "Master League," which pits the top two percent of players from each region against one another for true StarCraft supremacy. If you're eligible for the new league, you won't have to do anything special to join; Blizzard automatically elevates top-two-percenters to the Master bracket.
Of course, the raw exclusivity of this new ladder will lose a bit of its luster when Blizzard launches the "Grandmaster League," which will only invite the top 200 players from each region to battle. There's no timetable for the release of this ladder, though we imagine it'll come well before the arrival of the Great-Grandmaster League, which forces the very best player on the planet to play against an evil clone of him or herself all day, every day, for twenty years. You get a T-shirt if you win that one, though, so it's totally
Of course, the raw exclusivity of this new ladder will lose a bit of its luster when Blizzard launches the "Grandmaster League," which will only invite the top 200 players from each region to battle. There's no timetable for the release of this ladder, though we imagine it'll come well before the arrival of the Great-Grandmaster League, which forces the very best player on the planet to play against an evil clone of him or herself all day, every day, for twenty years. You get a T-shirt if you win that one, though, so it's totally
- Via: Big Download
- Source: Blizzard
CityVille's monthly user population now 100 million strong
We had an inkling this CityVille thing our mom keeps sending us requests in would be a big deal, but we underestimated just how big. After launching and quickly overtaking FarmVille's active monthly user count, Zynga's latest casual hit has now approached "sensation" levels of interest: it's enjoying over 100 million active users right now.
Casual Gaming reports there are now a total of 100,064,578 monthly active users. FarmVille's active monthly user count hovers around 57 million. Now, in case you don't quite get how big a deal this is, know that CityVille only launched on December 2, 2010 -- FarmVille's been on Facebook since June of 2009. So, in under seven weeks, Zynga's managed to usurp the most popular game on Facebook and almost double its user count.
Actually, now that we think about it, can you usurp yourself? Eh, we're sure Zynga's far too busy counting cash money to ponder such matters.
Source: Casual Gaming,Joystiq
Casual Gaming reports there are now a total of 100,064,578 monthly active users. FarmVille's active monthly user count hovers around 57 million. Now, in case you don't quite get how big a deal this is, know that CityVille only launched on December 2, 2010 -- FarmVille's been on Facebook since June of 2009. So, in under seven weeks, Zynga's managed to usurp the most popular game on Facebook and almost double its user count.
Actually, now that we think about it, can you usurp yourself? Eh, we're sure Zynga's far too busy counting cash money to ponder such matters.
Source: Casual Gaming,Joystiq
Homefront DLC maps to debut on Xbox Live, 'Suburbs' exclusive to Xbox
Homefront is following in Call of Duty's footsteps in more ways than one. As Activision has done for its FPS franchise, THQ is partnering up with Microsoft to offer Xbox Live members first access to all future downloadable content for Homefront, Xbox's Major Nelson announced today at a THQ press event for the game. In addition, the Xbox 360 version of the game will include an exclusive map at launch, dubbed "Suburbs."
Additional details about the map and partnership will be revealed on "Inside Xbox" next week.
Additional details about the map and partnership will be revealed on "Inside Xbox" next week.
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