rebelliondevelopments:

Sniper Elite 3 - dramatic escape

rebelliondevelopments:

Sniper Elite 3 - dramatic escape

killscreen:

HOW THE VANISHING OF ETHAN CARTER TOOK OVER THE INTERNET WITH THREE .GIFS
Adrian Chmielarz of the Astronauts tells us of unspeakable horrors.

killscreen:

HOW THE VANISHING OF ETHAN CARTER TOOK OVER THE INTERNET WITH THREE .GIFS

Adrian Chmielarz of the Astronauts tells us of unspeakable horrors.

gamefreaksnz:

Video: Sniper Elite: Nazi Zombie Army 2 gets debut gameplay trailerGet a dramatic first look at the waves of living dead thirsty for sniper blood, and catch a glimpse of some of the game’s grotesque new enemies.
Check out the new clip here.

gamefreaksnz:

Video: Sniper Elite: Nazi Zombie Army 2 gets debut gameplay trailer

Get a dramatic first look at the waves of living dead thirsty for sniper blood, and catch a glimpse of some of the game’s grotesque new enemies.

Check out the new clip here.

Including iWork and iLife for free in iOS7, Apple is returning to its roots.

When Apple trumpets the choice of colours on their latest “unapologetically plastic” iPhone as if they were the first to discover CMYK (“Color is more than just a hue. It expresses a feeling. Makes a statement. Declares an allegiance. Color reveals your personality”), you know that their competitors have closed the hardware gap by some distance.

And while it might have been brushed over in most of the event’s coverage, the surprising reveal that the iWork suite - including iPhoto and iMovie - was being bundled free in all new iOS7 devices is a smart positioning move that says as much about the changing market as it does Apple.

Together the apps have a net value of over £25, but it’s not (just) a sales trick encouraging current iPhone owners to upgrade but a clear positioning move to distance themselves from competitors in the market.

More importantly, it has historical precedent, showing that ever-more confident competition has forced Apple to look back to its past for brand identity.

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Propaganda Posters Urge You To Resist The ‘Super Mario Bros.’ Threat!
Charles Webb, mtv.com
What if the the Koopas started up an all-out, World War II-style propaganda campaign against the murderous Italian plumber, leaping his way through their homeland, attempting to interfere with the internal politics of the Mushroom Kingdom? That’s…

Beautiful propaganda posters from the view of Bowser and the Koopas!

Propaganda Posters Urge You To Resist The ‘Super Mario Bros.’ Threat!
Charles Webb, mtv.com

What if the the Koopas started up an all-out, World War II-style propaganda campaign against the murderous Italian plumber, leaping his way through their homeland, attempting to interfere with the internal politics of the Mushroom Kingdom? That’s…

Beautiful propaganda posters from the view of Bowser and the Koopas!

Did bad PR murder next-gen innovation?

I doubt many gamers have seen a bigger u-turn in gaming policy than Microsoft’s reversal of its divisive online and DRM features, but never has such an about-face come so soon before a console has even launched.

2013’s year of new hardware has been unprecedented in many ways. It’s come after the longest console generation in history. It’s seen one of the key players announced a mere six months before it’s launch. It might even have cost Mr Xbox his job. And there’s more drama to come.

But what’s worrying about the events since Sony and Microsoft’s battle of wills is that - despite the briefest of fanboy exultation at Sony’s E3 press conference - it’s nearly impossible to argue that anyone has really ‘won’ the next-gen battle, except maybe Gamestop.

Even more terrifying is the fact that there’s plenty of evidence that poorly managed PR is to blame for the horrible neutering of machines that are supposed to usher in a new era of gaming, and here’s the proof:

 

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Could indies save Wii U?

 

Let’s not fool ourselves. With high definition Mario, Mario Kart and Super Smash Brothers titles waiting in the wings, Wii U’s future is brighter than many industry pessimists make out. Those hoping a Dreamcast-like fall from grace will force Nintendo into becoming solely a games publisher will be sorely disappointed.

And while the Wii U GamePad’s defining experience - both in terms of marketing message and actual games - has yet to surface from Nintendo’s troubled waters, it is ironic that the console’s greatest weakness could in fact present the ailing platform with its ultimate strength.

 

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The Nintendo (Direct) difference

E3 is the best and worst of gaming. A showcase of the medium’s greatest successes and its worst excesses - and not just from the publishers, but writers and gamers too.

Beyond the banners, ‘booth babes’ and blinding media coverage, it’s arguably the press conferences from the ‘big three’ - Sony, Microsoft and Nintendo - that pulls the most media attention, with pundits, plaudits and pessimists all eagerly wanting a piece of the action.

At their least worst they represent an exciting look at the games we’ll grace our evenings and weekends with, but typically the anatomy-waving, celeb-flaunting corporate heart of the show drags most coverage down into the journalistic doldrums of “Who won E3” and angry fan reaction to any game announcement tainted with a whiff of mainstream accessibility.

Which is why it’s no surprise that Nintendo announced - in a strategy not all that dissimilar the one it adopted with its hardware - that it was dropping out of the E3 arms race altogether in favour of more Nintendo Directs and smaller, behind-closed doors events.

This is a really smart move from a publisher that reinvents itself like no other. Here’s why:

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We are overloaded with childish mythologies like ‘the cloud’; a soft, fuzzy metaphor for enormous infrastructural projects of undersea cables and power-hungry data farms. This mythology can be harmful and is often just plain wrong.
Why Starbreeze is wrong and why we should ALWAYS ask how long a game is

Swedish filmmaker and game collaborator Josef Fares set forums alight today by claiming we shouldn’t care about or question game length.

A relative newcomer to the industry, and wading into an already well-worn debate, what’s most remarkable about Fares’ comments is how self-defeating they are when you consider his current project is four-hour indie-darling Brothers: A Tale of Two Sons:

"Why should we ask how long a game is? The question should be is it a good game or a bad game, not how long it is.This game is as long as it has to be. If it’s 20 or one, it doesn’t matter”

Here’s why he’s wrong:

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