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New ‘MIDNIGHT PURPLE’ 3DS available May 20th in North America

A new midnight purple-colored 3DS is scheduled to release May 20th in North America for $169.99, Nintendo announced today. There has yet to be any announcement on a European release or price.

Rumors of the new color first reared their head when a listing on website Sam’s Club appeared for a “3DS Midnight Purple 3DS Handheld” priced at $168.58.

This is the fifth color available for the system, joining Nintendo’s previously released Cosmo Black, Aqua Blue, Flame Red and Pearl Pink 3DS’.

The release of the midnight purple 3DS is timed with May 20 launch of Mario Tennis Open but will not be a bundle release.

revhub:

Charles Cecil : Adventure game genius, national treasure, international man of mystery

When Charles Cecil was 18 months old, a Congolese soldier pointed a gun at his head and, for a few terrible seconds, looked certain to pull the trigger. A year before, his father had taken a job in the newly independent Republic of Congo overseeing the local office of a multinational company. Back then, it looked like the beginning of an exciting new life, but revolution was brewing and white expatriates were beginning to bear the brunt of anti-European fervour. Cecil, throwing stones from his backyard one morning, had caught the soldier on the leg as he passed. If it hadn’t been for the frantic remonstrations of the family’s gardener, he may have paid with his life.

Cecil’s heavily pregnant mother fled the country with her son – a gruelling journey involving river boats and tiny mail planes, which last year was recounted in her fascinating memoir, Drums On The Night Air. After recuperating in Britain, the family moved to Nigeria for a while, before settling back in the UK. All this before Cecil was ten.

It’s unsurprising then, that, on becoming a game designer, he would choose to create adventures. In the famed Broken Sword series, hero George Stobbart travels the world getting into desperate scrapes with exotic enemies and enigmatic secret societies. Surely this must have come from Cecil’s formative experiences in Africa? He laughs when we put forward the theory. “It would be lovely to think that wouldn’t it?” he says. “But yes, I’m sure some of that time affected me, and may well have given me that love of telling adventure stories.

“One of the most vivid memories I have is of going to Paris in the late ’60s, when I was seven or eight,” he recalls. “We stayed with my uncle, a Portuguese communist who’d fought against Franco in the Spanish Civil War and was such a romantic hero. And what was lovely were the smells of Paris, the Gitanes [cigarettes] and the way people walked differently. One of the important things about writing engaging games is to avoid cliché – draw on the poignancy of real experiences. The reason Paris figures so heavily in the Broken Sword games is because of those days, staying with my uncle and listening to his astonishing stories.”

It was in the early ’80s that Cecil first discovered technology. While attending Bedales School in Hampshire, he took an interest in mechanical engineering and later spent a year working for Ford on an industrial sponsorship. There he met Richard Turner, a fellow geek who had just disassembled the ROM of the ZX81 and written a book about it. Turner also owned a TRS-80 and, having played all of Scott Adams’ text-based adventure games on it, set up his own software label, Artic Computing, to begin coding similar titles for Sinclair’s range of computers. Cecil agreed to help, writing text-only titles like Inca Curse, Ship Of Doom and Espionage Island.

After Artic, Cecil spent two years as a development manager at US Gold and then at Activision, before getting into creating adventure games again. This time, he set up Revolution Software with three partners, Tony Warriner, Dave Sykes and Noirin Carmody. The first game was the ingenious Lure Of The Temptress, an Arthurian adventure, following a peasant boy named Diermot as he sets out to rid his kingdom of an evil sorceress. The game used a mechanic that Cecil referred to as ‘virtual theatre’, in which NPCs were able to freely wander the whole world, communicating with each other and interacting with objects, rather than taking up the usual static positions. It had something else central to the success of Revolution’s titles: wit.

“An important thing about writing engaging games is to avoid cliché – draw on real experiences”

The company’s next title, Beneath A Steel Sky, took a new direction. While working at Activision, Cecil had contacted comic-book artist Dave Gibbons about licensing Watchmen as a video game. The two stayed in touch and when Revolution was set up, Gibbons and Cecil started discussing game concepts. “He got involved very early and brought his own ideas,” says Cecil. “He hand-drew the backgrounds, then they were painted and scanned in. He was hugely influential.” The result was a darker, cyberpunk-theme romp with Kafkaesque undertones, but again, an everyman hero and a clever sense of humour kept the tone light.

From then, it’s really all been about Broken Sword, the adventure series that explored ideas of Templar conspiracies years before the Dan Brown novels (it was inspired by the Umberto Eco novel Foucault’s Pendulum). There have been four instalments, as well as director’s cut editions for Wii, DS and smartphones, and the popularity is still there – the iPhone editions of Broken Sword I and II have seen over five million downloads. Cecil puts the success down to a set of simple structural archetypes he’s always followed.

“The story, the location and the puzzles need to be interwoven together at every stage,” he says. “You come up with the story first, of course – the locations, the characters – but then you work out how the narrative can be moulded at the very highest level to work in terms of a game.”

It looks as though this will be a busy year for Revolution, which remains a four-person company, with a network of freelancers – a very modern set-up. Although Cecil won’t confirm it, the company is believed to be working on a new Broken Sword for iOS and maybe PSN and XBLA. “We’re totally embracing HD technology,” he says. “In terms of gameplay it’s innovation rather than revolution. A lot of gamers felt the original bits in Broken Sword: Director’s Cut were quite old-fashioned and preferred the new sections, but we don’t want to alienate our original fans. We want the games to feel contemporary, lively, but they will be unabashedly 2D. And our new game is looking absolutely fantastic.”

And it’s not the only project he has in mind. “Dave Gibbons and I keep talking about writing another adventure together and we have a design that’s quite well advanced,” he reveals. “It’s a science-fiction adventure, but very much drawing on the idea of interactive comic books and how gameplay can be moulded towards a more dynamic visual style. We keep starting it and then something else overtakes us. We’ll do it… one day… soon…”

Awarded an OBE last year, and having spent time helping to craft the BBC’s Dr Who Adventure titles, Cecil has also become more than another veteran British game designer – something akin to a national treasure. Gaming owes a lot to a gardener in Leopoldville, Congo, who in the early ’60s confronted a soldier to protect a little boy and the vast adventure that lay ahead of him.

revhub:

Charles Cecil : Adventure game genius, national treasure, international man of mystery

When Charles Cecil was 18 months old, a Congolese soldier pointed a gun at his head and, for a few terrible seconds, looked certain to pull the trigger. A year before, his father had taken a job in the newly independent Republic of Congo overseeing the local office of a multinational company. Back then, it looked like the beginning of an exciting new life, but revolution was brewing and white expatriates were beginning to bear the brunt of anti-European fervour. Cecil, throwing stones from his backyard one morning, had caught the soldier on the leg as he passed. If it hadn’t been for the frantic remonstrations of the family’s gardener, he may have paid with his life.

Cecil’s heavily pregnant mother fled the country with her son – a gruelling journey involving river boats and tiny mail planes, which last year was recounted in her fascinating memoir, Drums On The Night Air. After recuperating in Britain, the family moved to Nigeria for a while, before settling back in the UK. All this before Cecil was ten.

It’s unsurprising then, that, on becoming a game designer, he would choose to create adventures. In the famed Broken Sword series, hero George Stobbart travels the world getting into desperate scrapes with exotic enemies and enigmatic secret societies. Surely this must have come from Cecil’s formative experiences in Africa? He laughs when we put forward the theory. “It would be lovely to think that wouldn’t it?” he says. “But yes, I’m sure some of that time affected me, and may well have given me that love of telling adventure stories.

“One of the most vivid memories I have is of going to Paris in the late ’60s, when I was seven or eight,” he recalls. “We stayed with my uncle, a Portuguese communist who’d fought against Franco in the Spanish Civil War and was such a romantic hero. And what was lovely were the smells of Paris, the Gitanes [cigarettes] and the way people walked differently. One of the important things about writing engaging games is to avoid cliché – draw on the poignancy of real experiences. The reason Paris figures so heavily in the Broken Sword games is because of those days, staying with my uncle and listening to his astonishing stories.”

It was in the early ’80s that Cecil first discovered technology. While attending Bedales School in Hampshire, he took an interest in mechanical engineering and later spent a year working for Ford on an industrial sponsorship. There he met Richard Turner, a fellow geek who had just disassembled the ROM of the ZX81 and written a book about it. Turner also owned a TRS-80 and, having played all of Scott Adams’ text-based adventure games on it, set up his own software label, Artic Computing, to begin coding similar titles for Sinclair’s range of computers. Cecil agreed to help, writing text-only titles like Inca Curse, Ship Of Doom and Espionage Island.

After Artic, Cecil spent two years as a development manager at US Gold and then at Activision, before getting into creating adventure games again. This time, he set up Revolution Software with three partners, Tony Warriner, Dave Sykes and Noirin Carmody. The first game was the ingenious Lure Of The Temptress, an Arthurian adventure, following a peasant boy named Diermot as he sets out to rid his kingdom of an evil sorceress. The game used a mechanic that Cecil referred to as ‘virtual theatre’, in which NPCs were able to freely wander the whole world, communicating with each other and interacting with objects, rather than taking up the usual static positions. It had something else central to the success of Revolution’s titles: wit.

“An important thing about writing engaging games is to avoid cliché – draw on real experiences

The company’s next title, Beneath A Steel Sky, took a new direction. While working at Activision, Cecil had contacted comic-book artist Dave Gibbons about licensing Watchmen as a video game. The two stayed in touch and when Revolution was set up, Gibbons and Cecil started discussing game concepts. “He got involved very early and brought his own ideas,” says Cecil. “He hand-drew the backgrounds, then they were painted and scanned in. He was hugely influential.” The result was a darker, cyberpunk-theme romp with Kafkaesque undertones, but again, an everyman hero and a clever sense of humour kept the tone light.

From then, it’s really all been about Broken Sword, the adventure series that explored ideas of Templar conspiracies years before the Dan Brown novels (it was inspired by the Umberto Eco novel Foucault’s Pendulum). There have been four instalments, as well as director’s cut editions for Wii, DS and smartphones, and the popularity is still there – the iPhone editions of Broken Sword I and II have seen over five million downloads. Cecil puts the success down to a set of simple structural archetypes he’s always followed.

“The story, the location and the puzzles need to be interwoven together at every stage,” he says. “You come up with the story first, of course – the locations, the characters – but then you work out how the narrative can be moulded at the very highest level to work in terms of a game.”

It looks as though this will be a busy year for Revolution, which remains a four-person company, with a network of freelancers – a very modern set-up. Although Cecil won’t confirm it, the company is believed to be working on a new Broken Sword for iOS and maybe PSN and XBLA. “We’re totally embracing HD technology,” he says. “In terms of gameplay it’s innovation rather than revolution. A lot of gamers felt the original bits in Broken Sword: Director’s Cut were quite old-fashioned and preferred the new sections, but we don’t want to alienate our original fans. We want the games to feel contemporary, lively, but they will be unabashedly 2D. And our new game is looking absolutely fantastic.”

And it’s not the only project he has in mind. “Dave Gibbons and I keep talking about writing another adventure together and we have a design that’s quite well advanced,” he reveals. “It’s a science-fiction adventure, but very much drawing on the idea of interactive comic books and how gameplay can be moulded towards a more dynamic visual style. We keep starting it and then something else overtakes us. We’ll do it… one day… soon…”

Awarded an OBE last year, and having spent time helping to craft the BBC’s Dr Who Adventure titles, Cecil has also become more than another veteran British game designer – something akin to a national treasure. Gaming owes a lot to a gardener in Leopoldville, Congo, who in the early ’60s confronted a soldier to protect a little boy and the vast adventure that lay ahead of him.

Reblogged from: revhub
Source: revhub
Pokémon Black 2, Pokémon White 2 Coming This Summer
Junichi Masuda, the director of Pokémon Black and White appeared on Japanese TV show Pokémon Sunday today to announce the next entries in the Pokémon series. They are Pokémon Black 2 and Pokémon White 2.
The games are scheduled to release in June for Nintendo DS systems,  in Japan. DSi and 3DS players will apparently be able to take advantage  of extra features.
Website Siliconera also reported  that Masuda’s announcement revealed two new forms for Kyurem (pictured  above), which will be the games’ mascots. Their names will be revealed  later.

Pokémon Black 2, Pokémon White 2 Coming This Summer

Junichi Masuda, the director of Pokémon Black and White appeared on Japanese TV show Pokémon Sunday today to announce the next entries in the Pokémon series. They are Pokémon Black 2 and Pokémon White 2.

The games are scheduled to release in June for Nintendo DS systems, in Japan. DSi and 3DS players will apparently be able to take advantage of extra features.

Website Siliconera also reported that Masuda’s announcement revealed two new forms for Kyurem (pictured above), which will be the games’ mascots. Their names will be revealed later.

jaycosplay:

Welcome to New Vegas…
Just a photo manipulation i did to put me in my costume outside of New Vegas. I used the original photograph (find here: [link]) and a really good wallpaper I found and put the two together. It was more for fun than anything.Anyways just wanted to share it.
You can find this and more of my artwork here on deviantART : http://nanahra.deviantart.com/

jaycosplay:

Welcome to New Vegas…

Just a photo manipulation i did to put me in my costume outside of New Vegas. I used the original photograph (find here: [link]) and a really good wallpaper I found and put the two together. It was more for fun than anything.

Anyways just wanted to share it.

You can find this and more of my artwork here on deviantART : http://nanahra.deviantart.com/

Reblogged from: jaycosplay
Source: jaycosplay

Adam Adamowicz, Concept artist of Skyrim, Fallout 3 and many of Bethesda’s games has passed away.

I was a big admirer of your work sir, you truly showed that with the stroke of a pencil you can create a world. Thank you for everything you created and the experiences your worlds gave us. You were one of a kind sir.

Rest in Peace

The Return of the Neo-Geo

SNK Playmore is once again in the hardware business. The Osaka-based game company is licensing a new (well, sort of) portable Neo-Geo gaming system. This is it.

The handheld sports a 4.3 inch LCD screen, 2GB of onboard memory, and an SD card slot. There are twenty pre-loaded games, all of them old Neo-Geo classics.

The games, which can be played in English, are World Heroes, Ultimate 11, Top Player’s Golf, Sengoku, Nam-1975, Mutation Nation, Last Resort, King of Monsters, Frenzy, Cyber-Lip, Fatal Furty Special, The Art of Fighting, Super Sidekicks, League Bowling, Metal Slug, Magical Lord, Baseball Stars Professional, Samurai Shodown, The King of Fighters ‘94, and Fatal Fury.

The device is larger than an iPhone or your typical smartphone. The back reads “SNK”, while the top has an AV Out slot, L1/L2 buttons, and R1/R2 buttons.

The front reads “SNK” and “Neo-Geo”. There is a “Menu” button and a “Start” button. The face buttons are A, B, C, and D.

The side of the portable has a power switch and, as previously mentioned, an SD Card slot.

There are also volume controls, a slot for headphones, and brightness buttons.

Considering that this reveal came via a Japanese game blog and not from SNK itself, this does look to be a leak, and it could even be a prototype. According to the blog, the temporary name for the device is “Neo-Geo Keitai” or “Neo-Geo Portable”. Note that once it goes in to production the device’s specs could change.

The Neo-Geo was original a cartridge-based arcade and home console system SNK manufactured in the 1990s. The last console SNK created was the Neo-Geo Pocket, released in 1999. SNK ceased production in 2001.

Source: kotaku.com
The new issue of EDGE (Issue 237) is now available.

This months issue features an in depth preview of The Last of Us.

Plus, What’s next for Mojang Game Studio after Minecraft and much more! 

Available now for download on NewsStand and Zinio

The new issue of EDGE (Issue 237) is now available.

This months issue features an in depth preview of The Last of Us.

Plus, What’s next for Mojang Game Studio after Minecraft and much more!

Available now for download on NewsStand and Zinio

Rockstar Games Announce release dates for MAX PAYNE 3
Today Rockstar Games announced that Max Payne 3,  the highly-anticipated dark and gritty action experience that continues  the tale of former New York City detective Max Payne, will be available  on the folowing dates:
North America - May 15, 2012   (Xbox 360 and PlayStation3)
Europe - May 18, 2012   (Xbox 360 and PlayStation3)
The PC version launching on May 29th, 2012 in North America and June 1st, 2012 in Europe.

Rockstar Games Announce release dates for MAX PAYNE 3

Today Rockstar Games announced that Max Payne 3, the highly-anticipated dark and gritty action experience that continues the tale of former New York City detective Max Payne, will be available on the folowing dates:

North America - May 15, 2012   (Xbox 360 and PlayStation3)

Europe - May 18, 2012   (Xbox 360 and PlayStation3)

The PC version launching on May 29th, 2012 in North America and June 1st, 2012 in Europe.

SnakeSkin 3DS Console Announced for Metal Gear Solid 3D: Snake Eater Bundle

Today, Kojima Productions announced, via Twitter, that the 3DS bundled with Metal Gear Solid 3D will have a unique Snakeskin design.

The first official Snakeskin design for a console, Kojima Productions also gave the above picture as a teaser to those who would be picking up the console.

No pricing information or exact release date for the bundle will be announced until  January 20th 2012. There’s also no word of whether the console will be available without the game or even if is going to be available outside Japan. We shall just have to wait and see.