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30 Most Anticipated Games of E3 in Gaming
30. Rise of the Argonauts (PS3, X360, PS3)
Publisher: Codemasters
Developer: Liquid Entertainment
Est. Release Date: Sep 2008
Officially Announced for E3: Yes

Anaction RPG that promises to be way more action than RPG, Rise of theArgonauts has a winning mythological premise and lots of little designtouches that keep the game looking fresh. Take the Argo—the ship oflegend will act as a seafaring headquarters from which your recruitedArgonauts will provide support. There is also a “deed” system that willincrease Jason’s abilities via the acquisition of Xbox LiveAchievement-like trophies. So it’s bursting with interesting ideas, andit’s all running on the reliable Unreal Engine 3—this could be thesleeper hit of the year.


29. High School Musical 3: Senior Year Dance (PC, Wii, PS2, NDS, X360)
Publisher: Disney Interactive
Developer: TBA
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

Considerthis your representative sample of licensed games that promise to sellgangbusters regardless of quality or media reaction. And High SchoolMusical 3 is likely to be the biggest game of its breed this year: themovie of the same name is the first time this children’s blockbusterfranchise will see a theatrical release, meaning the marketing for theproperty is likely to be even more inescapable than usual. Beyond theusual niceties of rhythm games—coop and competitive modes, mechanicsspecific to each system’s control scheme—it will have the songs fromHigh School Musical movies past and present. That last one is almostcertainly the only feature the game needs to add another million insales to the franchise’s life-to-date count.

28. Borderlands (PC, X360, PS3)
Publisher: 2K Games
Developer: Gearbox Software
Est. Release Date: 2009
Officially Announced for E3: Yes

Capabledeveloper Gearbox has never swung for the fences with quite as muchgusto as with Borderlands. The fact that the game is original IP isn’teven the half of it—it also promises a procedural item creation systemthat will provide this sci-fi first-person shooter over half a millionweapons. If that’s not enough, Borderlands also shares some ambitionswith big-budget role playing games: the world will be expansive,character growth and classes comes standard, and missions and sidequests will populate the landscape. Borderlands has all the earmarks ofa breakout hit, and its scope should easily take the breath away fromboth shooter and science fiction fans.

27. Mortal Kombat vs. DC Universe (X360, PS3)
Publisher: Midway
Developer: Midway
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

Goingon the title alone, Mortal Kombat Vs DC Universe feels a decade late,like it should have been slugging it out with Marvel Vs Capcom for thequarters of 90s teenagers. But it’s actually a better idea,commercially, in 2008—now the game can ride the tide of successfulcomic book film blockbusters. It can pull from the years of soliddesign work and franchise reputation rebuilding that culminated inMortal Kombat: Armageddon. And with an anticipated ESRB rating of T forTeen, there’re no retail hurdles to keep the adolescent maledemographic from eating this up with a spoon.

26. S.T.A.L.K.E.R.: Clear Sky (PC)
Publisher: Deep Silver
Developer: GSC Game World
Est. Release Date: Aug 29, 2008
Officially Announced for E3: Yes

S.T.A.L.K.E.R.:Shadow of Chernobyl was hardly the biggest first-person shooter of 2007in the west. But it posted platinum-level sales in Eastern Europe,where its freeform gameplay and mythos steeped in Russia’s uniquescience fiction struck a strong chord. With little similar competitionin the region, its sequel Clear Sky should do well for itself therealso. Which isn’t to say the rest of the world shouldn’t (or won’t)give it a go as well—Clear Sky will add a tactical, squad-based turfwar to the already eccentric proceedings, and should be just as curiousand interesting a beast as its predecessor.

25. Star Wars: The Force Unleashed (PS3, X360, Wii, PS2, PSP, NDS)
Publisher: LucasArts
Developer: LucasArts
Est. Release Date: Sep 2008
Officially Announced for E3: No, but it might as well be

TheForce Unleashed could well be the biggest project to bear the Star Warsfranchise name since Episode III ended the franchise’s non-animatedtheatrical run. Every Star Wars fan has been curious about the periodright before the Original Trilogy when Darth Vader had his run of thegalaxy; Force Unleashed promises to capture this period from theperspective of the Dark Side, using exciting new technologies torealistically render bot the AI and the Force itself. If the persistentrumors are true, this could well be the last project completely builtby LucasArts’ internal studio—but in that case, it will be one heck ofa send-off that a lot of Star Wars fans will experience.


24. Beyond Good and Evil 2 (PS3, X360)
Publisher: Ubisoft
Developer: Ubisoft Montpellier (likely)
Est. Release Date: TBA
Officially Announced for E3: No

Allthat’s known about Beyond Good and Evil 2 is that it’s currently beingworked on by Ubisoft premier designer Michel Ancel. But in this case,that’s more than enough—Ancel’s resume does include perennial hitRayman and (naturally) the first Beyond Good and Evil, after all. Andthe first Beyond Good and Evil is particularly beloved. The smallaudience that played it has been talking about it ever since, praisingits varied gameplay and realistic, strong female protagonist Jade. Sothe sequel is exciting, and though its commercial success is by nomeans assured it’s possible that maybe the adult gaming audience isfinally ready for this franchise.


23. Lock’s Quest (NDS)
Publisher: THQ
Developer: 5th Cell
Est. Release Date: Fall 2008
Officially Announced for E3: Yes

2007’sbiggest surprise sales blockbuster was a little DS game called Drawn toLife, built by a little mobile developer called 5th Cell. That gamegave the independent studio a reputation for creating innovations withstrong market appeal, and it could cement that reputation with Lock’sQuest, a curious RTS/Action/RPG/minigame hybrid with cute graphics,quick thrills and a world that can be completely remodeled by theplayer. In other words, it has a lot of elements that appeal across awide variety of gaming demographics, as well as a lot of ambition. Ifthis one lives up to its potential, it would be great to see it succeed.


22. Puzzle Quest: Galactrix (PC, X360, NDS)
Publisher: D3 Publisher of America
Developer: Infinite Interactive
Est. Release Date: Fall 2008
Officially Announced for E3: Yes

Lastyear’s Puzzle Quest combined the most addictive parts of the casual“match three” puzzle game with the most addictive parts of RPGcharacter development, a powerful cocktail that murdered productivityand sold in huge numbers. There’s no reason this follow-up shouldn’tcontinue in that trend—it’s still a match three puzzle game (this timemore Collapse than Bejeweled), it still has those all-important RPGelements, and it’s being built by the same studio. The only differences(besides the science fiction setting) all look like improvements.There’s an element of strategy gaming. Players can enhance not justtheir character, but also their spacecraft. Downloadable content willabound. It all sounds like a game that players will itch to play afterthe first hit.


21. Crysis: Warhead (PC)
Publisher: Electronic Arts
Developer: Crysis
Est. Release Date: Fall 2008
Officially Announced for E3: Yes

Allegedlythe last PC exclusive from the bastion of PC gaming high technology,Crytek’s side story to 2007’s Crysis looks every bit as graphicallydazzling as its predecessor. It also promises to be a moremarket-friendly title (a tall order considering Crysis’ million-sellingstatus); Warhead provides a less strategic, more bombastic run-and-gunaffair compared to the original Crysis. And with a year of hardwareadvancements in between Crysis and Crysis: Warhead, that more widelyappealing design will find that a lot more people have the rigs toactually run it well. And who knows? If Warhead does manage to findthat perfect balance, perhaps Crytek will stick to their PC-exclusivestomping grounds for a while longer.

20. Tomb Raider Underworld (Wii, PS2, PS3, X360, PC, NDS)
Publisher: Eidos
Developer: Crystal Dynamics
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

It’sbeen a few years since Crystal Dynamics took the Tomb Raider franchiseand reinvigorated it with Legend. But it’s really with Underworld thatthe series’ previous mistakes have been taken to heart. Rather thanrest the game on its laurels again, Underworld is a creation that lookstoward with the new; the game engine is all new, the way the worldinteracts with Lara is more realistic, combat now has melee and willflow fluidly into the puzzle mechanics. And if that wasn’t enough toguarantee sales, Lara has a motorcycle now too.


19. Sonic Unleashed (Wii, PS2, PS3, X360)
Publisher: SEGA
Developer: Sonic Team/Dimps
Est. Release Date: Holiday 2008
Officially Announced for E3: No

Thesedays it feels like SEGA promises the moon with every Sonic title, tothe point where it’s hard to fall for it anymore. Take Sonic Unleashed;it’s promise of a revamped, re-invented Sonic echoes the promises SEGAmade before this generation’s first Sonic the Hedgehog hit the Xbox 360with a sad plop. And yet, franchise sales have never followed the samecurve as the blue blur’s review scores. This is mostly because ofSonic’s strong appeal to the child market, but on some level thegraying Genesis owner wants to believe what we’re told, that this nextSonic really will reclaim the glory days. Anyway, Sonic Unleashed. It’srunning on a new engine and has some 2D environments. It’ll sell, andas for the rest of it? Here’s hoping.


18. MadWorld (Wii)
Publisher: SEGA
Developer: Platinum Games
Est. Release Date: 2009
Officially Announced for E3: No

PlatinumGames, formerly Seeds, formerly Clover Studios, isn’t known for makingcommercial hits. No, that team is known more for making instant,beloved classics. Okami certainly, but Viewtiful Joe is in there aswell, and the only people who remember God Hand these days love it toabsolute death. MadWorld, a blood-soaked black and white Wii exclusive,feels like a return to the playful, experimentation that made this teamfamous. Will it sell? Well, it’s nice to think that just maybe, thistime, the market has caught up to what Platinum is doing.


17. Animal Crossing Wii (Wii)
Publisher: Nintendo
Developer: Nintendo
Est. Release Date: TBA
Officially Announced for E3: No

Asof this writing, Animal Crossing Wii still exists as a hopeful glimmerin the eye of the gaming public. Nintendo hasn’t said anything at allabout it yet, though almost all speculation says that it exists andwill be announced soon—and if that’s the case, E3 is as good a place toshowcase it as any. It’s a completely believable theory. Nintendo’sChristmas lineup is currently a complete mystery, and Animal Crossing,already a surprise hit on GameCube and DS, is such a good fit for thecasual Wii-loving audience it’s startling it’s not on the systemalready.


16. Left 4 Dead (PC, X360)
Publisher: Valve Software
Developer: Turtle Rock Studios
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

Valvedoesn’t release duds, and it doesn’t buy teams that can’t deliver. Sothe fact that it purchased Turtle Rock Studios and have put a greatdeal of PR muscle behind Left 4 Dead speaks volumes as to how good thisgame could be. The game has a completely innovative, yet highly marketfriendly hook in its “four survivors must cooperate to survive thezombie horde” premise, though players of a less polite persuasion canalso take up the role of a super-powered zombie. This could very wellbe the next major online phenomenon, like Team Fortress 2 before it.


15. Resistance 2 (PS3)
Publisher: Sony Computer Entertainment
Developer: Insomniac Games
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

Thefirst Resistance was the big win for the PlayStation 3 at launch, butResistance 2 looks set to spin that good first impression into anempire. Resistance 2 pushes the game out of London to the morerelatable (in the US, anyway) environs of the United States. A goodmove, but not as good as the massive 60-man multiplayer that the gamepromises. That’s fantastic scale for an online console game; add onsome more focused, objective-oriented teamplay and Resistance 2 is agood contender for gamer’s next networked obsession.


14. Killzone 2 (PS3)
Publisher: Sony Computer Entertainment
Developer: Guerilla Games
Est. Release Date: 2009
Officially Announced for E3: Yes

Threeyears on and Killzone 2 is still trying to shake off its disastrous“showing” at E3 2005. Admittedly the team at Guerilla has done a finejob of actually approaching the target in that first badly marketed“target render,” with more recent previews showing the game asappropriately attractive and bombastic for its high position in Sony’sportfolio. But it still needs a big floor to show off, and it needs aman to say “in-game graphics” about one thousand times in front of somehuge HD Killzone if it wants to really nail the market. E3 historicallyhas had some very big floors.


13. Fable 2 (X360)
Publisher: Microsoft
Developer: Lionhead Studios
Est. Release Date: Oct 2008
Officially Announced for E3: Yes

Alot on Fable 2 is already known, and most of it is interesting on avariety of levels. There’s the in-game dog, a character ofunconditional love that will act as the player’s anchor to the game’sworld. There’s the Pub Games, a series of Xbox Live Arcade titles thatwill act as both encapsulated products and previews for the bigrelease. Then there’s the gay marriage, pregnant adventuring, and allmanner of family matters to deal with in the game as well. It’s a gamethat promises to push boundaries and break some of the medium’s moreridiculous unnecessary taboos. Considering the success of the originalGable, it’s likely many people will choose to experience this moveforward—surely a good thing.


12. Command and Conquer: Red Alert 3 (PC, X360)
Publisher: Electronic Arts
Developer: EA Los Angeles
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

RedAlert’s Cold War gone hot is one of the most beloved scenarios is allof strategy gaming, and the franchise’s long seven year absence makesthis game even more exciting and desirable. And by adding thepseudo-Japanese Empire of the Rising Sun faction the festivities geteven more campy and strange, complete with towering mecha, psychicschoolgirls and parachuting bears. So it’s got a lot of hooks for boththe longtime fan and sugar-crazed newcomer alike.


11. Far Cry 2 (PC, X360, PS3)
Publisher: Ubisoft
Developer: Ubisoft Montreal
Est. Release Date: Holiday 2008
Officially Announced for E3: No

FarCry 2 has found a unique gaming setting in the jungles, savannahs andtowns of Africa, and it plans on giving the player a lot of thatsetting – 50 square kilometers, to be precise. Plenty of new gameplayelements will make themselves known as the player crosses that expanse:some wounds have to be treated with field medicine (ie. fishing abullet out with a knife) and brush fires can be started, only to bewhipped up realistically by wind. Far Cry 2 is an underutilized brandmoving to an underutilized setting while adding multiple newinnovations, making it an extremely strong contender in the hardcoreshooter market.
10. Prince of Persia (X360, PS3)
Publisher: Ubisoft
Developer: Ubisoft Montreal
Est. Release Date: Holiday 2008
Officially Announced for E3: No

Princeof Persia: The Sands of Time was one of the last generation’s definingmoments, so it would have been easy for Ubisoft to just build astandard sequel on the successes of its previous trilogy. The fact thatthis is not the case, that the series is instead being rebooted with anincredible hand-painted aesthetic and open world, show a strongdedication to making the Prince one of the most lasting and importantfranchises in gaming (though the big budget movie helps on that scoreas well). While previous PoP titles did sell well, after theblockbuster success of Assassin’s Creed, the timing is perfect for thePrince to really make it big.


9. Final Fantasy XIII (PS3)
Publisher: Square Enix
Developer: Square Enix
Est. Release Date: TBD
Officially Announced for E3: Yes

Sinceclosing the door on the last console genre, Square Enix has relied onhandheld games and Wii side stories alone. If the publisher’s lastfiscal statement said anything, it was that’s no way for a company tolive—so while Square Enix has some other interesting console games inthe pipe, it needs to bring its megaton franchise back into the publiceye. It’s not surprising that Final Fantasy XIII will show up in someform at E3—and regardless of what form it takes or what the game lookslike now, it could certainly steal the show if it tried.


8. Street Fighter IV (PC, X360, PS3)
Publisher: Capcom
Developer: Capcom/Dimps
Est. Release Date: 2009
Officially Announced for E3: Yes

Atworst, this is a surprise come back of one of gaming’s most iconicfranchises. At best, this could be the surprise come back of agenre—certainly if anything could revive a flagging fighting gamefield, a new numbered entry in its greatest series would be the thingto do it. Perhaps the best sign that this game knows what it will taketo succeed is its reverence to Street Fighter II—all of the charactersfrom that game will return, and the gameplay mirrors the measured paceof that early entry. Considering versions of SFII still sell in strongnumbers, it’s easy to see how this strategy could succeed on the market.


7. Rock Band 2 (X360, PS3, PS2, Wii)
Publisher: MTV Games
Developer: Harmonix
Est. Release Date: Sep 2008 (X360 timed exclusive, with other versions to follow)
Officially Announced for E3: Yes

Nomatter what other companies say, the fast-paced game of catch-up thathas gripped the music genre says one thing louder: the four-piece RockBand is the standard for the field. And while little is known about itat this point, what is known proves that Harmonix hasn’t lost the plotwith Rock Band 2. Sticking to its “platform” guns, the game will befully backwards compatible—with old DLC, with old instruments, theworks. And while user-created content is not a go this time, there arecertainly things about the game yet to be announced—you don’t want tomiss this one at the show.


6. LittleBigPlanet (PS3)
Publisher: Sony Computer Entertainment
Developer: Media Molecule
Est. Release Date: Oct 2008
Officially Announced for E3: Yes

Despiteseemingly constant delays, LittleBigPlanet remains one of the mostunique products in Sony’s first-party arsenal. The idea of a game thatlives and dies by the content created by its users has been triedbefore in first-person shooters, but LittleBigPlanet, with its lovelytextured graphics and universal, non-violent charm wants to be muchmore—the YouTube of games perhaps, or the Legos of the 21st century. Ofall the games that could bring PlayStation 3 to the mass market, thisremains the best hope.


5. Halo Wars (X360)
Publisher: Microsoft
Developer: Ensemble Studios/Bungie
Est. Release Date: Oct 2008
Officially Announced for E3: Yes

HaloWars is more than just the next title from Microsoft to have the Haloname. It’s also more than the first Halo project not spearheaded byBungie. Halo Wars wants to be a revolution in real-time strategy, aconsole exclusive built from the ground up for a console controller—inother words, Halo Wars wants to do for real-time strategy what Halo didfor first-person shooters. If it succeeds, it could crack wide open thenascent console RTS market as gamers try it based on the franchisealone. It’s been reported that the game will be playable by the mediaat E3, so the show should give a much better idea as to how itssucceeding.


4. Spore (PC, Mac)
Publisher: Electronic Arts
Developer: Maxis
Est. Release Date: Sep 7, 2008
Officially Announced for E3: Yes

It’scertainly something that even after the seemingly endless amount ofwords typed about Spore, even though it’s appeared in publications asnon-game centric as The New Yorker, even though the wait for the gamehas been years long and interminable, almost everyone who knows aboutit is still excited at its promise. And after the success of therecently released Creature Creator, that excitement is still mounting.Will Wright’s SimEverything could very well the next big thing, tossingaside silly ideas like “demographics” and just appealing to everyoneeverywhere. In other words, the next Sims.


3. Gears of War 2 (X360)
Publisher: Microsoft
Developer: Epic Games
Est. Release Date: Nov 2008
Officially Announced for E3: Yes

Gearsof War 2 is a lot of things. To the gamer, it is epic, the sequel tothe game that dominated man hours spent on Xbox Live for most of 2007.To developers, it’s the new baseline, as every new Epic game has cometo represent the state of the art for the now industry standard UnrealEngine 3. In both regards Gears of War 2 looks great. A fewimprovements to the constantly evolving engine have already been shown,and most gamers agree that new mechanics like martyrdom and the “meatshield” look like fantastic fun. Gears of War is already one of thisgeneration’s emblematic franchises, so it will be great to see how thesequel goes about cementing that status.


2. Resident Evil 5 (X360, PS3)
Publisher: Capcom
Developer: Capcom
Est. Release Date: 2009
Officially Announced for E3: Yes

RE5is not even close to a retail release, and yet it’s already one of themost interesting topics in the industry. It brings with it the highlyrespected pedigree of Resident Evil 4, hands-down one of the best gamesof the last generation, and will probably sell strongly to the audiencethat loved, or even heard about, that game. Yet it’s also mired incontroversy over some concerns regarding racism. So it’s a projectthat’s walking many tightropes of expectation, and there’s potentialfor huge success or massive failure here. As a result this E3 could bethe most important public showing for RE5 until its release—it shouldbe fascinating.


1. Fallout 3 (PC, X360, PS3)
Publisher: Bethesda Softworks
Developer: Bethesda Softworks
Est. Release Date: Oct 2008
Officially Announced for E3: Yes

Fallout3 shows great evolutionary leaps every time it’s displayed for publicviewing, with recent revelations—the childhood simulating charactercreator, the 500 endings—being particularly fascinating. Now that it’scoming precariously close to its announced release date, this E3 shouldrepresent the game’s biggest showing yet. If there are any surprisesleft in the title to announce, expect them to get announced at somepoint during the week. But even if there aren’t, Fallout 3 has alreadyproven itself to be a sprawling, ambitious project that anyone in thegaming audience would wait to spend more time with.
Posted by Editorial Team Tue Jul 08, 2008 7:55 am
Rock Band 2 to include every song DLC free from Rockband 1 in Gaming
There are differing leaks out there regarding the track list for Rock Band 2.Both are unattributed, one to a friend of a friend who got a look at anemail from Harmonix to MTV or something. But in the interest ofrumormongering, we'll repeat both with the caveat that there is no wayof knowing if this stuff is for real or not. But if, combined, they'rehalf right then this could be one hell of a track list, possibly thebest of any rhythm game.
Also, an IGN Insider interview (transcript provided by reader Max)let slip that buyers of Rock Band 2 will have access to all of thesongs off the original Rock Band disc, available as free DLC. Fulldetails on both after the jump.
                             
Says IGN 360 editor Nate Ahern:
Rock Band 2 and Guitar HeroWorld Tour create an interesting situation for gamers. If you boughtRock Band 1 then chances are you'll feel cheated by the release of RB2,thus you'd think that GHWT would be the way to go as it somewhatredefines the music gaming genre. However, if you didn't buy the firstRock Band then I would absolutely agree with notagoth. Immediately uponpurchasing Rock Band 2 you'll have the ability to download a hugelibrary of songs, as well as all of the songs off of the original discas a free download. Then again, Guitar Hero World Tour does allow usersto create and share their own songs, so it's really only a matter oftime until the Rock Band library is eclipsed. At the end of the day itcould come down to which series has earned your allegiance over thelast year since RB's original release."

And on to the leaked track lists. The first is from Demp, a commenter on 8bitfix, and he's got the FOAF who saw the email source. That's like fourth-hand hearsay, but whatever, this ain't court.
1 AC/DC Let There Be Rock
2 AFI Girl's Gone Grey
3 Alanis Morissette You Oughta Know
4 Alice in Chains Man in the Box
5 Allman Brothers Ramblin' Man
6 Avenged Sevenfold Almost Easy
7 Bad Company Shooting Star
8 Beastie Boys So Whatcha Want
9 Beck E-Pro
10 Bikini Kill Rebel Girl
11 Billy Idol White Wedding Pt I
12 Blondie One Way or Another
13 Bob Dylan Tangled Up in Blue
14 Bon Jovi Livin' on a Prayer
15 Cheap Trick Hello There
16 Devo Uncontrollable Urge
17 Dinosaur Jr Feel the Pain
18 Disturbed Down with the Sickness
19 Donnas, The New Kid in School
20 Dream Theater Panic Attack
21 Duran Duran Hungry Like the Wolf
22 Elvis Costello Pump it Up
23 Fleetwood Mac Go Your Own Way
24 Foo Fighters Everlong
25 Go-Go's, The We Got the Beat
26 Grateful Dead, The Alabama Getaway
27 Guess Who, The American Woman
28 Guns N' Roses Shackler's Revenge
29 Interpol PDA
30 Jane's Addiction Mountain Song
31 Jethro Tull Aqualung
32 Jimmy Eat World The Middle
33 Joan Jett Bad Reputation
34 Journey Anyway You Want It
35 Judas Priest Painkiller
36 Kansas Carry On Wayward Son
37 L7 Pretend We're Dead
38 Lacuna Coil Our Truth
39 Linkin Park One Step Closer
40 Lit My Own Worst Enemy
41 Lush De-Luxe
42 Mastodon Colony of Birchmen
43 Megadeth Peace Sells
44 Metallica Battery
45 Mighty Mighty Bosstones Where'd You Go
46 Modest Mouse Float On
47 Motorhead Ace of Spades
48 Muffs, The Kids in America
49 Nirvana Drain You
50 Norman Greenbaum Spirit in the Sky
51 Offspring, The Come Out & Play (Keep 'em Seperated)
52 Panic at the Disco Nine in the Afternoon
53 Paramore That's What You Get
54 Pearl Jam Alive
55 Presidents of the USA Lump
56 Rage Against the Machine Testify
57 Ratt Round & Round
58 Red Hot Chili Peppers Give it Away
59 Replacements, The Alex Chilton
60 Rise Against Give it All
61 Rush The Trees
62 Silversun Pickups Lazy Eye
63 Smashing Pumpkins Today
64 Social Distortion I Was Wrong
65 Sonic Youth Teenage Riot
66 Soundgarden Spoonman
67 Squeeze Cool for Cats
68 Steely Dan Bodhitsattva
69 Steve Miller Band Rock'n Me
70 Survivor Eye of the Tiger
71 System of a Down Chop Suey
72 Talking Heads Psycho Killer
73 Tenacious D Master Exploder
74 Testament Souls of Black
75 Who, The Pinball Wizard
BONUS SONGS (all HMX bands)
76 Abnormality Visions
77 Anarchy Club Get Clean
78 Bang Camaro Night Lies
79 Breaking Wheel Shoulder to the Plow
80 Libyans, The Neighborhood
81 Main Drag, The A Jagged Georgeous Winter.
82 Speck Conventional Lover
83 Sterns, The Supreme Girl
84 That Handsome Devil Rob the Prez-O-Dent
And then from Loading Reality,which notes that this numbers only about 60. Some of the tracks are thesame as the list above, just in a different order. "Keep in mind, someof these could easily be DLC that's in the works," Loading Realitywrites. A wise caveat.
1) Tangled Up in Blue (Bob Dylan)
2) Bad to the Bone (George Thorogood)
3) We've Got the Beat (Go-Gos)
4) Bad Reputation (Joan Jett)
5) Pinball Wizard (The Who)
6) Dammit (Blink 182)
7) That's What You Get (Paramore)
The Trees (Rush)
9) Ace of Spades (Motorhead)
10) Chop Suey (System of a Down)
11) Testify (Rage Against the Machine)
12) Spirit In the Sky (Norman Greenbaum)
13) Ramblin' Man (Allman Brothers)
14) Rebel Girl (Bikini Kill)
15) Eye of the Tiger (Survivor)
16) Panic Attack (Dream Theater)
17) Everlong (Foo Fighters)
1 One Step Closer (Linkin' Park)
19) Lump (Presidents of the USA)
20) Come Out and Play (Offspring)
21) Drain You (Nirvana)
22) Carry On Wayward Son (Kansas)
23) Peace Sells (Megadeath)
24) Souls of Black (Testament)
25) Livin' On a Prayer (Bon Jovi)
26) Round and Round (Ratt)
27) New Kid In School (The Donnas)
2 Alright Now (Free)
29) Today (Smashing Pumpkins)
30) Man In the Box (Alice In Chains)
31) Any Way You Want It (Journey)
32) Holiday In Cambodia (Dead Kennedys)
33) Give It Away (Red Hot Chili Peppers)
34) White Wedding (Billy Idol)
35) Hello There (Cheap Trick)
36) Cool for Cats (Squeeze)
37) Psycho Killer (Talking Heads)
3 ? (Devo)
39) One Way or Another (Blondie)
40) De-luxe (Lush) [dare to dream, shoegaze in Rock Band!]
41) Push It (Static-X)
42) Pump It Up (Elvis Costello)
43) Master Exploder (Tenacious D)
44) Bandages (Hot Hot Heat)
45) PDA (Interpol)
46) My Own Worst Enemy (Lit)
47) Float On (Modest Mouse)
4 Aqualung (Jethro Tull)
49) Spoonman (Soundgarden)
50) Bodhisattva (Steely Dan)
51) Suffer (Bad Religion)
52) I Was Wrong (Social Distortion)
53) American Woman (The Guess Who)
56) You Oughta Know (Alanis Morrissette)
57) Mountain Song (Jane's Addiction)
5 Stop! (Against Me)
59) Hungry Like the Wolf (Duran Duran)
60) Alabama Getaway (Grateful Dead)
So there you have it. Could be real, could be bs, again that's thefun of rumors. But even if this is in-progress thinking, and not finalstuff, it shows Harmonix is not F-in around, and will move to counterGuitar Hero: World Tour's peripherals and custom song features withoutstanding content.
Rock Band Two Rumored Track List [8bitfix, in comments]
60 Rock Band 2 Tracks Leaked [Loading Reality, thanks Max]
Posted by Editorial Team Tue Jul 08, 2008 7:54 am
Has the PC sports market has declined? in Business and Industry in Gaming, Media, Web, IT and Computing
Consoles like the PlayStation 3 and Xbox 360 have lured sports gamersaway from a PC market already moving towards a download model and underthreat from piracy, forcing developers to prioritise other formats.
That's the view of Peter Moore, boss of EA Sports, who outlined his views on Peter Moore's Official Blog this week.
Next-generation consoles "with their high definition graphicsand 5.1 sound capabilities have attracted millions of consumers toeschew the 'lean in' PC sports gaming experience for the 'lean back'full room console experience," Moore wrote.
                   
"Businesses have to make hard trade offs for where toinvest for the best return, thus creating capital to make even moregames," he explained. "I know this concept touches a nerve with some ofyou, but our industry is founded on publishers that have driven forfinancially-successful games and then re-invested the proceeds indevelopment of even more content for gamers to enjoy.
"It's a simple financial premise, and an obligation forpublically-traded companies who answer to their shareholders. We arenot making games in garages or bedrooms any more."
But Moore reserved his harshest criticism for the people who steal games off the Internet. "Piracy is an issue," he wrote.
"Sorry, I know many of you disagree with me on this, but thenumbers don't lie. Companies spend millions developing content, anddeserve to see a return on investment for their risk. The employeesdeveloping the game design, writing code and creating art deserve toget paid for their work. Period."
Moore's comments are particularly interesting as they come just days after Blizzard CEO Mike Morhaime told Eurogamer.netthat suggestions the PC games market is in decline are "just completelydead wrong". "PC is the gaming platform with the largest installed basearound the world. It's also the platform with the best margins,"Morhaime had said.
Morhaime was reacting somewhat to similarsentiments from Valve boss Gabe Newell, whose company flew journaliststo Seattle in May from around the world to evangelise the PC as aplatform.
Quote:
"We think the number of connected PC gamers we areselling our products to dwarf the current generation of consoles puttogether," Newell had told the press on that occasion. "There aretremendous opportunities in figuring out how to reach out to thosecustomers."

For his part, Moore added that EA Sports is stillexploring options on the PC. "In order to make fundamental shifts in anecosystem, you sometimes have to hit the reset button. That's what wehave done this year at EA Sports as regards some of our franchises onthe PC," he wrote.
"That does not mean that we aren't coming backnext year with new, innovative, maybe even less-expensive ways to playall of our franchises on the PC, but for right now we are assessing allof the options open to us to shift the current paradigm for our gameson this platform," he wrote.
Posted by Editorial Team Tue Jul 08, 2008 7:52 am
HMV: Videogames "are the new rock 'n' roll" in Business and Industry in Gaming, Media, Web, IT and Computing
HMV's head of games, Tim Ellis, has told GamesIndustry.bizthat videogames have entered a "golden period" for the retailer, and"are the new rock 'n' roll" when it comes to popularity for consumers.
"Anyone who has been following the development of our gamesoffer really shouldn't be that surprised by this level of growth," hesaid, after the company revealed that the technology and games divisionnow makes up 21 per cent of the overall revenues, up from 14 per cent ayear ago.
"We'll always love music - it's in our DNA after all, but, ifit's not too much of a cliché to say it, the truth is that games reallyare the new rock 'n' roll."
                   
And he went on to underline the company's ambition to become the leading player in the specialist videogames market.
"We've been telling the world for some time that we are veryserious about our commitment to the games market. We've been investingsubstantial resources into the format so that we can become a seriousand credible force as a leading games specialist.
"There is significantly more trading space in-store andincreased numbers of staff dedicated to it. Our level of marketing andpromotion has also gone up considerably - much of it in our 'getcloser' brand style, which aims to get players closer to the games theylove; while we've also consistently offered some great deals onbundles, pricing and points rewards - both in-store and online athmv.com.
"Obviously it also helps that the last twelve to eighteenmonths have represented a bit of a golden period for games in terms ofnext-generation console launches and fantastic software releases, butwe had to put ourselves in a position to make the most of thisopportunity, and I think we're doing that."
He also shed some light on the company's plans to launch apre-owned videogame sale service, a practice which has proven popularfor customers in other specialist outlets, but which is disliked bypublishers.
"We've regularly monitored pre-owned activity in the gamesmarket, and have periodically reviewed our own stance in this area, asany business would," he said.
"We recognise that pre-owned is important for some consumers,though not necessarily the most dominant factor for them, while it'sclearly also a key element to the business model of some gamesspecialists.
"With this in mind we think it's worth trialling pre-owned togauge what our customers expect from us and also to assess the impactnot just on HMV's own games offer, but on our wider trading operation.
"Any decisions we make will have the best interests of ourcustomers in mind, and if we can, we will look to achieve this throughpositive dialogue with our suppliers."
Posted by Editorial Team Tue Jul 08, 2008 7:44 am
Spore Creature Creator tops US charts - have you got it? in Gaming
The NPD Group has released US PC software sales datafor the week ending June 21, with EA's Spore Creature Creator comingout on top.
Maxis reported that one millionSpore creatures were created and shared during the stand-aloneprogram's first week of availability. The full Spore game will bereleased in September.
Sales of Spore Creature Creator werestrong enough to place the game at number six on the All Categorieslist - the only game to appear alongside business, education andutility software.
                   
The Top Ten best-selling PC games in the US for the week ending June 21 were:

  • 1      Spore Creature Creator (EA)
  • 2 The Sims 2 Double Deluxe (EA)
  • 3 Age of Conan: Hyborian Adventures (Eidos)
  • 4 World Of Warcraft: Burning Crusade Expansion Pack (Vivendi>
  • 5 World Of Warcraft (Vivendi)
  • 6 World Of Warcraft: Battle Chest (Vivendi)
  • 7 The Sims 2 FreeTime Expansion Pack (EA)
  • 8 The Sims 2 Kitchen & Bath Interior Design Stuff Expansion Pack     (EA)
  • 9      Call Of Duty 4: Modern Warfare     (Activision)
  • 10 Lego Indiana Jones: The Original Adventures (LucasArts)


The Spore Creature Creator was software that allowed players to create their own creatures with a standalone version of the Creature Editor from Spore; the software was one of the first aspects of the game to receive focused development, and had undergone ten rewrites since the start of development. It was rated E by the ESRB in early March 2008, indicating that the editor would be released separately well before the game's release as a utility program. Electronic Arts told MTV Asia that "EA Screen will provide visitors a chance to interact with EA's game producers hailing from the studios, and unveil the hugely anticipated SPORE Creature Creator demo version to gamers for the first time in Asia." Electronic Arts VP Mark Buechner stated on the Spore Facebook page that the editor would be released in June or July 2008, saying, "We are looking at releasing it two to three months before the launch of the full game."

The SimCity Box artwork showed a blurb stating that the creature editor would be included with it. IGN revealed that the Spore Creature Creator utility will be available in two different versions on June 18, 2008. There was a paid version (for $9.95) and a free demo that was downloadable from Spore.com and included for free, bundled with The SimCity Box. The free version of the editor only contained 25% of the available creature parts that were found within the full version.

The utility included a test environment for players to see their creatures go through animations and allow the player to import other user-created creatures through the Sporepedia at Spore.com. The utility included screen capture and video tools as well, including YouTube functionality.

The editor also gave the user the ability to create animated avatars,and output in RSS and embeddable HTML code to facilitate easy incorporation into such sites as MySpace and Facebook.

Shortly after its introduction, the Creature Creator was used to create creatures with oversized genitalia, either stand-alone or engaged in coitus (a phenomenon quickly dubbed 'sporn'). EA responded with e-mails sent to those who made pornographic machinima from its demo, and has flagged certain on-line accounts for "TOS violations". Furthermore, YouTube has pulled several such videos for violations of its own TOS.

By June 24, 2008, users had already created over one million creatures.

It has been noted by those using the Spore Creature Creator, that while the Social and Attack categories can reach a max score of 20 with enough parts on the creature, the Abilities category does not achieve a max in the Creature Creator. This has led to speculation from it being the brain levels to advanced sensory abilities to telekinesis.


Electronic Arts confirmed that Spore will be receiving post-release expansion packs. No other information is available as to what sort of content the packs will feature, but EA has hinted it will be similar to The Sims expansions.


In the news
Spore Creature Creator free in the UK Videogamer.com

A Wii spinoff of the game has been mentioned by Will Wright several times, such as in his October 26, 2007 interview with the Guardian.Buechner confirmed it, revealing that plans for a Wii version were underway, and that the game would be built from the ground up and would take advantage of the Wii Remote, stating, "We're not porting it over. You know, we're still so early in design and prototyping that I don't know where we're going to end up, so I don't want to lead you down one path. But suffice to say that it's being developed with the Wii controls and technology in mind."The Xbox 360 and PlayStation 3 versions of Spore are still under consideration.

Merchandising

There will be an iTunes-style "Spore Store" built into the game, allowing players to purchase external Spore licensed merchandise, such as t-shirts, posters, and future Spore expansion packs.There are also plans for the creation of a type of Spore collectible card game based on the Sporepedia cards of the creatures, buildings, vehicles, and planets that have been created by the players.There are also indications of plans for the creation of customized creature figurines; some of those who designed their own creatures at E3 2006 later received 3D printed models of the creatures they created. The Spore Store also allows people to put their creatures on such items as T-shirts, mugs and stickers.

The Spore team is working on a partnership with a comic creation software company to offer comic book versions of your own Spore story. Comic books with stylized pictures of various creatures, some whose creation has been shown in various presentations, can be seen on the walls of the Spore team's office.
Posted by Editorial Team Tue Jul 01, 2008 7:13 am
Nikon launches D700 - technology used in D3 in Film, Photography, Digital Animation, Broadcasting / Production
While there's been rumours surrounding the D700 for some time now, at a press event in London yesterday, with TechRadarpresent, Nikon finally confirmed it is to release the D700 andexplained how it fits into the company's expanding DSLR portfolio.
The D700 is a 12MP camera that uitlises the same image quality of its bedfellow, the Nokon D3.
The12MP images come courtesy of the cam's CMOS sensor, while othertechnology taken from the D3 include the EXPEED high-speedimage-processing system, 14-bit A/D conversion and 16-bit processingpipeline that helps with smoothing out images when they are reproducedon a large scale.

Lightweight design
TheNikon D700 is a lightweight and durable camera that builds on the workdone by the company with the D3, but achieves it with a smaller,lighter design.
Working in low-light conditions the D700 isimpressive, shooting up to ISO 6400 and delivering virtually noise-freeimages, according to its makers.
Continuous shooting can bedone 8fps with the appropriate battery pack, while autofocus is done toprecision with a 51-point AF system.
As Nikon has made its DSLRrange easier to carry, it has taken on board that people may want toshoot in less-than perfect conditions, so the company has added a sealto the camera that protects it from moisture, dust and evenelectromagnetic interference.
The sensor is also protected withan Integrated Dust Reduction System that stops the CMOPS chip fromcoming into contact with dust and humidity.
Recognition
Oneof the newer options is the ability for the camera to recognise peopleand places and to automatically configure the controls accordingly.Included is Nikon's Scene Recognition System, and the camera will alsorecognise certain colours that can aid in faster capturing of, say,individuals at a sports event.
As with most new cameras, the D700 houses Live View, but the company has made the mode more responsive this time around.
Accordingto Nikon, you can now focus the camera while in this mode, and you canalso zoom in, which can aid in setting up the focus for your shot.
The menu system is the same as that found on the D3 and D300 so regular Nikon users will feel right at home using the camera.
TheNikon D700 is an expansion of the companies FX range and has beendesignied to sit in between the D3 and D300 in terms of technology. Thecamera is out in July at a price of £1,999.99 (body only).

Nikon D700 Digital SLR Packs Powerful Punch PC World
Nikon debuts D700, full frame for the midrange CNET News
Nikon D700 goes official
T3, UK
http://www.dpreview.com/previews/nikond700/
Quote:

The introduction of Nikon's new D700 may been one ofthe worst kept secrets in an industry with more leaks than the Titanic,but it was still something of a surprise coming so hot on the heels ofthe D3 and D300. Essentially a D3 shrunk down and squeezed into a bodyroughly the same size as a D300, the D700 is Nikon's first 'compact'professional SLR, and seems designed to go head-to-head with whateverCanon has up its inscrutable sleeve to replace the EOS 5D.

Theimaging side of the D700 is pretty much the same as the D3; it sharesthe acclaimed 12.1MP full frame ('FX') sensor and has the sameprocessing engine, so we would presume output to be almost identical.The main differences (aside from being considerably smaller) arephysical; there's a different shutter (good for 150,000 exposuresrather than 300,000 on the D3), different viewfinder prism (with 95%coverage) and a slower burst rate. You also lose the rear LCD infopanel (there's no room for it) and one of the D3's two CF card slots,but you do get a couple of extra features to soften the blow slightly;most notably a self-cleaning sensor and a built-in flash. We'll look alittle more in-depth at the differences between the D3 and D700 in amoment.
Posted by Editorial Team Tue Jul 01, 2008 6:55 am
Games Industry Movers: Trion, 38 Studios, Kongregate & M in Business and Industry in Gaming, Media, Web, IT and Computing
his past week, 38 Studios (the developer founded by Red Sox pitcherCurt Schilling) announced that Thom Ang was appointed Director of Art.He will oversee the direction and management of 38 Studios' artisticdevelopment, including the MMOG codenamed Copernicus, whileworking closely with Todd McFarlane and R. A. Salvatore. Ang willreport to Vice President of Creative Development, Scott Cuthbertson.
"38 Studios' creative teams have been meticulously crafting thesignature look and feel for our upcoming MMOG over the past 18 months,"said Brett Close, CEO and president. "Thom's extraordinary talent andexperience will be key in driving the vision and quality of our OnlineEntertainment Experience."
Ang has been working as a director for notable franchises and brandsfor over 15 years. He's worked as a senior artist at DisneyInteractive, working on titles like Toy Story II and Tarzan. Ang also created illustrations for TV shows, including The X-Files and was a storyboard artist for Sony/Columbia/Tri-Star TV Animation programs, which include Roughnecks: Starship Troopers Chronicles and Max Steel.He then moved on to be art director at EA LA, where he headed up artproduction, team management and visual concept development for the Medal of Honor franchise. In his last position, Ang was art director at THQ, managing more than 25 titles.
"38 Studios is absolutely committed to the next evolution of MMOGs, andevery team member has great pride in the value of what they do,"remarked Ang. "I am excited to contribute to this vision and become apart of an extraordinary team."
Lisa Jablonsky - Kongregate
Kongregate announced this past Friday that Lisa Jablonsky will open thecompany's New York ad sales office. She will work with Kongregate'sChief Revenue Officer Lee Uniacke to secure high-profile advertisingpartnerships based on the site's reach and appeal to young men, ages 13- 34.
"With high user engagement and a growth rate of over 25 percent monthover month, Kongregate provides the ideal medium for advertisers tryingto reach this hard-to-pin-down demographic," stated Uniacke. "As webuild our sales force to address these opportunities, Lisa's proventrack record in developing successful partnerships across a range ofyouth-driven digital consumer brands will add tremendously to theexpertise of our team."
Jablonsky has worked in the New York advertising scene for 21 years andshe was as an early proponent of the digital advertising arena. Amongher projects, she has conceptualized and implemented ground-breakingfilm contests for Intel and Kohl's, and created one of the first mobilecontests for Alltel. Jablonsky helped create games for McAfee Softwareand the National Guard, as well as construct an editorial integrationprogram for Coke's NBA March Madness Flash game. She was most recentlyan account executive with MTV Networks, where she successfully droveadvertising and integrated sponsorships for Comedy Central,AddictingGames.com, Shockwave.com, and AtomFilms.
"Kongregate is an advertiser's dream as it attracts young men betterthan virtually any other site on the Web and puts them in a cool, edgyenvironment where our audience can really interact with their brand,"commented Jablonsky. "At over 3 million unique users today, a highgrowth rate, and just being named one of Time Magazine's Top 50 sitesfor 2008, we're on track to give advertisers the big reach that theyneed to effectively target the young male demographic this fall."
Trion World Network - Glen Van Datta
Trion World Network announced recently that Glen Van Datta has beenhired as Vice President of Engineering and General Manager of TrionWorld Network Austin. He will oversee day to day operations at Trion'sAustin studio and supervise all customer service, quality assurance,operations and other support activities with relation to the Trionplatform.
"Glen is a tremendous hire for Trion and an excellent addition to ourworld class technical organization", said Nicholas Beliaeff, VicePresident of Product Development & Head of Trion World Network SanDiego. "Glen's vision, leadership, and deep history maturing andproductizing compelling online game technology will help Trion take ourserver based game technology to the highest levels while helping us andour partners get to market more quickly."
Notably, Van Datta has worked for over 22 years in softwaredevelopment, including the past dozen in game development. He wasco-founder and Vice President of Engineering at RTIME, where he oversawthe development, design and testing of the RTIME SDK online, in-gameand player matching platform. Van Datta most recently worked at SCEA asDirector of Online Technology, where he oversaw a team of more than 80employees that developed SCE-RT SDK to enable online games for PS2, PS3and PSP games, including Singstar, Warhawk, Resistance, Home and GT5 Prologue.
"For more than 12 years I've believed that online games, online socialnetworks and online media distribution were the future ofentertainment," said Van Datta. "Trion's innovative, dynamic platformand content are the next generation in the online entertainment space."
IGN Entertainment – Jamie Berger
IGN Entertainment announced recently that senior vice president ofconsumer products and technology Jamie Berger will start overseeingbusiness development for the company. He will continue managing IGN'ssubscriptions, digital distribution, and e-commerce portfolio includingIGN's Direct2Drive and GameSpy Technologies.
Berger has over 16 years of professional brand management and marketingexperience from within the online gaming industry. He began hisprofessional career as an Account Manager with the NCR Corporation.Berger spent six years in the consumer products division of The WaltDisney Company before joining IGN Entertainment. He currently helpsextend the IGN brand by creating and leading partnerships thatdistribute content and drive revenue.
AMD - Emilio Ghilardi
AMD, which runs the ATI graphics card business, announced this pastweek that Emilio Ghilardi has been appointed senior vice president andgeneral manager of Europe, Middle East and Africa (EMEA). He will beresponsible for all sales and marketing operations within EMEA,starting in mid-August 2008. Ghilardi will report to AMD chief salesofficer Gustavo Arenas.
"Emilio adds tremendous global sales and marketing leadership to AMD inEMEA which we expect to help strengthen and grow relationships with ourend-user customers, OEMs and distribution partners," said Arenas.
Ghilardi comes to AMD from HP, where he started as vice president ofConsumer PC Clients in EMEA. He then moved on to be vice president andgeneral manager of Commercial Hardware within the Imaging and PrintingGroup. Ghilardi was most recently vice president and general manager ofHP's EMEA Consumer Business Unit, managing the business for consumerPCs and Imaging and Printing products.
AMD added that Alberto Macchi, corporate vice president of Sales andMarketing for EMEA, is departing the company "to pursue newopportunities."
Warner Bros. Digital Distribution - Jacqueline Jourdain Hayes
Warner Bros. Digital Distribution (WBDD) recently announced thatJacqueline Jourdain Hayes has been named Senior Vice President Businessand Legal Affairs. She will manage legal issues around new digitalbusiness models (such as distribution of Warner properties on Xbox Liveand elsewhere) globally, oversee the negotiation of Warner Bros.video-on-demand and electronic sell-through licenses across multipledigital platforms, and provide legal counsel to the Company's seniormanagement on the acquisition, distribution and protection of contentfor digital platforms and other digital initiatives.
"Jackie has been working on our digital business for quite some time,her expertise in this area is unparalleled," said Clarissa Weirick,General Counsel, WBDD. "The digital business is still one of thoseareas where you are often making the rules as you go along, whichrequires someone like Jackie who is confident and creative innegotiating this new terrain. We are extremely fortunate to have hercontinued expertise as our digital business moves ahead."
Hayes has worked as an Associate in the Corporate Departments of TroopMeisinger Steuber & Pasich in Los Angeles, of Goulston and Storrs,P.C. in Boston, and of Moses & Singer in New York City. She joinedWarner Home Video in 1998 as Counsel, and was promoted to VicePresident Business and Legal Affairs of WHV in 2000. Hayes joined theWarner Bros. Digital Distribution division in July 2006.
TC Digital Games – Andi Smithers
Recently, TC Digital Games announced that it appointed Andi Smithers tothe new position of Director of Technical Development. He will overseedevelopment of the company's digital services, including mediatechnology and format strategy as well as interoperability of digitalservices and devices.
"Andi joins our team at a pivotal moment in the evolution of Chaoticand TC Digital," said Bryan C. Gannon, President and CEO of TC DigitalGames. "He will become an integral part of our efforts to enhance theChaotic online experience and further develop our digital services.Andi's expertise in developing technology, his extensive background increating computer game software and his vision for emerging technologymake him a perfect fit to lead this innovative game play convergence."
Smithers has held several executive roles and technical positionsthroughout his 20-year career, having worked for Microsoft, Activision,Psygnosis, LucasArts, and Midway. He was most recently with Sony OnlineEntertainment where he served as Senior Engineer in the Research andDevelopment group. Smithers pushed advanced physics and graphicstechnologies forward to ensure their quality and was responsible foroverseeing the strategy and development for a cloth simulator.
Microsoft – Michael Delman
As we previously reported, Microsoft this past week appointed MichaelDelman to the position of corporate vice president of global marketingfor the Interactive Entertainment Business (IEB) in the Entertainmentand Devices Division. He takes over the role for Jeff Bell who left thecompany earlier this month. Read more about the move here.
Posted by Editorial Team Mon Jun 30, 2008 6:42 am
Revealed: Sony's future plans for PS3, PSP and TV in Business and Industry in Gaming, Media, Web, IT and Computing
"This is not your father's Sony", sums up what Howard Stringer has done at Sony since taking over the reins in 2005.
TheWales-born CEO was underlining the challenge that the company now facesin the digital age, as he led the Japanese giant's corporate strategybriefing in Tokyo today.
In the absence of any attention-grabbingnew hardware announcements, most headlines are likely to go to Sony'spledge to increase revenues in the PC, Blu-ray-related and componentsbusinesses.
Game plan
Stringer said thatSony would build these into "trillion-yen businesses" by FY2010,putting them alongside the core business units of TVs, digital imaging,gaming and mobile phones. One trillion yen is currently worth around£4.7 billion.
Although gaming is a traditional Sony strength, thedivision is mired in red ink after the costly development and launch ofthe PlayStation 3. Addressing that, the CEO promised to bring it toprofit by March next year.
Stringer also outlined plans to investclose to £9 billion in new technology in a concerted drive to becomethe world leader in LCD televisions within three years. Beyond that,the assembled execs wouldn't be drawn on precise numbers or revenuetargets.
Mobile content
Although he didn't address recent speculation about the possibility of a PSP phone or the stability of the Sony Ericsson joint venturethat produces mobile phones, Stringer did emphasise that such handsetswould continue to be sold and that "Sony music and pictures content[would be] embedded in all key Sony Ericsson product lines."
As expected, there was no discussion on life after Blu-ray– the so-called 'death of disk'. However, a hint of how quickly onlinedistribution will move centre-stage came in the news that SonyPictures' summer blockbuster, Hancock, will be made available exclusively to all internet-connect Bravia televisions in the US before its DVD release.
Movie download service
The movie theme resurfaced in a presentation from Kaz Hirai, the president of Sony Computer Entertainment, with the news that the long-anticipated film download service would finally reach the online PlayStation Network this year.
Hiraiconfirmed that US users would get first crack at PS3 movie downloads inlate summer, with Europe and Japan to follow by year's end. He addedthat full details would be announced at E3 in LA next month and thatboth standard- and high-definition titles would be available.
       
Virtual world
Warmingto the theme, Hirai added, "Please expect more from our evolvingPlayStation business." That evolution will also include themuch-delayed PlayStation Home virtual world, which Hirai demonstrated,along with new dynamic in-game advertisements that change according tothe context.
The littlest PlayStation also featured prominently,with the PSP being positioned as an interactive extension of the PS3console, as well as a tool for accessing the PlayStation Store for gamedownloads and, possibly, feature films at some undisclosed point.
Hirai's presentation concluded with something of a surprise in a new network service called Life With PlayStation.The rough demo showed a view of the Earth from space, which rotated toreveal location-related news items, reminiscent of similar services onNintendo's Wii.
Innovator and creator
Returningto the podium to sum up, Stringer emphasised his firm's creative skillsand took aim at a company many see as having inherited the Sony mantleas innovator supreme.
"We have products to get excited about [including] OLED TVs, Rolly, CyberShot smile detection and the new Bravias.
"Appleis a boutique company, but we're a large conglomerate. We recently cameout number one in a poll by Incite on innovative companies, just aheadof Apple. I rest my case."
Whether or not that's overstating thecase, Stringer's confidence in the once-troubled company is almosttangible, leaving little room for doubt that Sony is back and that itmeans business.
Posted by Editorial Team Mon Jun 30, 2008 6:41 am
Top 10 most vital people-powered technologies - FEATURE in General Discussion, including Off Topic, Current Affairs
Linux
Thedaddy of people power, this open source operating system owes prettymuch everything to the massive community of users and developers who'vebuilt it, broken it, put it back together again and added all sorts ofgoodies.
The penguin logo unites a truly incredible group oftalented people, from driver developers to desktop designers, advocatesto application builders.
Firefox
Even people who think that Linux is a character in the Peanutscartoon know about Firefox. What makes it special isn't the open sourcecommunity that created and maintain it, however; It's the efforts ofthe developer community whose extensions make Firefox the Swiss ArmyKnife of the internet.
Whether you want to block annoying ads,keep track of interesting sites or just stay up to date with footieresults from around the world, if you can imagine it, there's almostcertainly an extension that does it.
Half-Life 2
This month we've mostly been playing Minerva, Adam Foster's excellent mod for Half-Life 2 (http://developer.valvesoftware.com/wiki/MINERVA). Modders have been creating new stories since the days of Doom, and a quick look around Moddb (www.moddb.com) uncovers stacks of mods for your favourite PC games.
Smartdevelopers - such as Half-Life's Valve - know that mods make theirgames even more attractive, so the firms make modding as easy andaccessible as possible.
Xbox
Is your original Xbox gathering dust in the loft? Why not dust it down and turn it into a fully-fledged media centre?
While Microsoft blabs about the 360's multimedia features, the talented team at the Xbox Media Center project (www.xboxmediacenter.com)can turn an ageing original Xbox into a multimedia marvel (although ifyou don't fancy modding your console, steer clear - XBMC only works onhacked machines).
Job done, they're turning their attention to other platforms: a Linux version of the software is in development.
TiVo
Thecommunity that's sprung up around the TiVo digital video recorder(www.tivocommunity.com) is a thing of wonder, with users offering eachother advice, commenting on the company and fiddling with its products- often in ways that would give film and TV studios heart attacks.


       
While TiVo claims not to encourageor discourage the hacking community, it's pretty obvious that thehacking community makes the product even more attractive to tech-heads- and hackers' ideas often turn up in the official product, such aswhen the community found and fixed a date problem in older TiVo boxes.
iPhone
iPhonehackers aren't just trying to free the phone for use on any network.They've found ways to turn your existing tunes into ringtones withoutpaying for them all over again, created all kinds of add-onapplications and best of all, found a way to change the truly horriblefont on the Notes screen.
PlayStation Portable
Sonydoesn't like it - recent firmware updates mean that unless you've gotan older PSP, your options are limited - but thanks to Homebrew (www.psp-homebrew.eu)you can add all kinds of goodies to the device. There are loads,including customisers, emulators, chat programs and GPS software.
Overclocking
Changingchips' clock speeds and hoping they wouldn't set your house on fireused to be a shadowy pursuit that tech firms frowned upon. Thenhardware firms realised that overclockers had money as well as PCs toburn.
Now, motherboard makers often provide everything a speeddemon needs, either in the motherboard BIOS or on the driver CD, andgraphics card firms are keen too. For example, ATI actively encouragesoverclockers to ramp up their Radeons.
Windows Media Center
Microsoft'smedia system is pretty nifty, but it's niftier still when you tweak ituntil it squeaks. Microsoft knows this, which is why it happily linksto two independent community sites: the Media Center-specific GreenButton (thegreenbutton.com), and the general audio-visual AVS Forum(www.avsforum.com/avs-vb).
The software giant also has its own community site (www.microsoft.com/windowsxp/expertzone/communities/mediacenter.mspx), where media center experts share their top tips.
Web apps
Firms who make it easy to interact with their online apps have createda massive community of developers. Google Maps has been adapted toprovide maps of speed cameras (http://spod.cx/speedcameras.shtml) and to create flight simulators (http://www.isoma.net/games/goggles.html), while keen developers have created software for apps such as Google Mail and Flickr.
You'll also find useful and useless apps alike on social networks such as Facebook.
Posted by Editorial Team Mon Jun 30, 2008 6:31 am
Why the PC is the future (from VALVE) [FEATURE] in Gaming
When Valve summoned a handful of US and UK journalists to itsSeattle headquarters at the end of last month, it promised to talkabout the future of Steam, its digital distribution system. That itdid, revealing the ambitious Steam Cloud service for remote storage of game data, and boasting that it would soon be making more money selling games digitally, all the while remaining untroubled by piracy.
Valvemastermind Gabe Newell and his cohorts had an ulterior motive forbringing reporters together, however, and unusually for an ulteriormotive, it wasn't a wholly self-interested one. It was this: toevangelise the PC as the games platform of the future.
"Thisreally should be done by a company like Intel or Microsoft, somebodywho's a lot more central to the PC," says Newell, pointing out thatcompanies like Blizzard, PopCap and GameTap would have just as much tosay as Valve about how PC gaming is leading innovation in technology,business models, and community-building. But, notwithstandingMicrosoft's occasional promotionof Games For Windows - an initiative Newell refrains from attackingdirectly, but exudes disdain for - that support has not beenforthcoming.
Where console platforms have merciless andwell-funded PR armies poised to combat any criticism, negative storiesabout the PC - mostly publishers, or developers like Crtyek,complaining of rampant piracy and flat sales - run unimpeded. Salesdata that focuses solely on boxed copies sold at retail appear to backthem up. Valve has had enough. "There's a perception problem," saysNewell. "The stories that are getting written are not reflecting whatis really going on."



You want figures? There are 260 million online PC gamers, a marketthat dwarfs the install base of any console platform, online oroffline. Each year, 255 million new PCs are made; not all of them forgaming, it's true, but Newell argues that the enormous capitalinvestment and economies of scale involved in this huge market ensurethat PCs remain at the cutting edge of hardware development, andconsoles their "stepchildren", in connectivity and graphics technologyespecially. Meanwhile, Valve's business development guru, JasonHoltman, notes that without the pressure of cyclical hardware cycles,PC gaming projects - he points to Steam as an example - can groworganically, over long periods of time, and with no ceiling whatsoeverto their potential audiences.

More pertinent, perhaps, are thefigures directly relating to games revenue that the retail charts -admittedly a stale procession of Sims expansions and under-performingconsole ports - don't pick up. "If you look into the future, there's animportant transition that's about to happen, and it's going to happenon the PC first," says Newell.

At its heart, he explains, is a shift from viewing games as aphysical product, to viewing them as a service - something that is alsohappening in other entertainment media. Digital distribution is part ofthat; more fluid and varied forms of game development, with games thatchange and engage their communities of players over time, are another;as is, naturally, the persistence and subscription (or otherwise)revenues of MMO games. None of this is reflected in the sales chartsanalysts, executives - and gamers - obsess over.
Valve sees 200per cent growth in these alternative channels - not just Steam, butincluding the likes of cyber-cafes as well - versus less than 10 percent in bricks-and-mortar shop sales. Steam has a 15 million-strongplayer-base with 1.25 million peak concurrent users, and 191 per centannual growth; none too far off a console platform in itself. The PCcasual games market, driven by the likes of PopCap, has gone from nextto nothing to USD 1.5 billion dollar industry in under ten years, andhas doubled in size in just three. Perhaps most surprisingly, Valve hasfound that digital distribution doesn't cannibalise retail sales - infact, a free Day of Defeat weekend on Steam created more new retailsales than online ones.


And then there is the game that many claim has been the death of PCgaming, but that Valve sees as its greatest success story, and itsfuture. "Until recently, the fact that World of Warcraft was generating120 million dollars in gross revenue on a monthly basis was completelyoff the books," Newell says. "Essentially, [Blizzard is] creating a newIron Man every month, in terms of the gross revenue they're generatingas a studio. Any movie studio would be shouting about that from therooftops. But it was essentially invisible."
Newell thinks thatWOW is "arguably the most valuable entertainment franchise in any mediaright now", and also believes, rightly, that it could only ever havehappened on the PC. He also tips his hat to South Korea's Nexxon forits enormous success with free-to-play, microtransaction-driven gameslike Kart Rider and Maple Story, soon to be aped by EA's BattlefieldHeroes.

There is another reason for the gulf between theperception and the reality of the games market, Valve thinks, and it'sa geographical and linguistic one. The dominance of the Englishlanguage gives the US and UK games markets, where the PC is weakest,undue prominence. In several major Western markets - notably Germanyand the Nordic countries - the PC performs much better. What's more, inthe emerging markets of China, Korea and Russia, where gaming is seeingunprecedented, explosive growth, console install bases are negligible,and the PC is king. Valve thinks that there's a silent majority ofglobal gamers who are skipping the console era entirely, the way thesedeveloping nations already skipped dial-up internet.

Steam isavailable in 21 languages for this reason, and Valve reckons that itsspeedy localisation and lack of physical distribution is an effectivecounter to the piracy common in these markets. It's also allowing Valveto get games to players in regions traditional channels don't support."PC's are everywhere in the world," says Holtman simply. "PC's are thesame all over the world. All of sudden, if you can open up emergingmarkets and go somewhere like Russia or South East Asia, you've goneway further than you can go with a closed console. There are 17 millionPC gaming customers in Russia alone."

A key shift in this brave new world of games as services rather thanproducts - and one that runs contrary to the traditional image of PCgaming - is a move away from graphical fidelity being the yardstick ofprogress. "As a company that's really proud of the job we do withgraphics it's funny to say this," Newell says, "but we get a betterreturn right now by focusing on those features and technologies thatare about community, about connecting people together."
He citeseasy uploading of gameplay videos to YouTube as a bigger source ofentertainment value than marginal improvements in graphics. "I thinkthat people thinking about how to generate web hits on their serversare a lot closer to the right mentality for what's going to besuccessful in entertainment going forward, than somebody that's used tohaving conversations about how to get end caps at Best Buy."
Therevolution in distribution and business models also offers a major newopportunity for smaller games - and smaller games developers - tothrive. The demands of retail - the logistical problems of gettingboxes to shops, and the budgetary drain of huge marketing campaigns -mean that bigger is necessarily better in the traditional games market.
Notso on Steam and its equivalents, says Valve, pointing to the hugesuccess of indie darling Audiosurf, as well as its own Portal. "As youmove away from that huge first weekend, big blockbuster mentality,"says Newell, "you're getting back to an area where smaller and smallergroups can connect with customers. I think you're going to find thatthe enjoyment of being in the game industry as a developer on the PC isa lot greater than outside of it."

He's backed up by an actual indie, Audiosurf creator Dylan Fitterer.This one-man development, created without financial backing -impossible on consoles, due to the cost of development kits - was thebest-selling game on Steam full-stop at its release, outclassing manybig-budget titles. "I didn't have to ask anybody if I could release it,except for my wife," Fitterer says. "It took a few years, and I waspretty darn tired by the time it was ready. Something likecertifications? No thanks." He also points out the tight limitations ofconsole servers versus PC servers for online gaming; Audiosurf'sscoreboard for every song ever recorded would be out of the question ona closed platform.
Holtman argues that Steam and Steamworks - thesuite of free tools it offers - revolutionise the environment fordevelopers and publishers. The auto-updating system means that a gamecan be developed right up to release and beyond. It eases painfulcrunch times, and allows game makers to respond to their audiences,publishers to develop their titles as continuously evolving franchisesrather than finite products.
"All of a sudden, PC games becomethis thing that's reliable and up-to-date," says Holtman. Team Fortress2 designer Robin Walker weighs in, noting that the PC version of theshooter has had no less than 53 updates since its release last year -something that certification cost and time have prohibited for onconsole - and that this "ship continuously" ethos is a key component tothe success of the best multiplayer titles. Steam, he says, makes thatprocess fast and transparent.
"I don't want anyone between me andmy customers," says Walker. "I want to write code today and I want allmy customers running it tomorrow." Possible on the PC - Steam inparticular, naturally. Not possible on consoles. For his part, Fittereradded achievements to Audiosurf in a total of two days. This constantiteration creates a feedback loop between developer and customer that,reckons Walker, can only improve the quality of the game. "The more Italk to my customers, the better my decisions will be. Without a systemof talking to my customers, I will make bad decisions."

The implication is a striking one: sporadic, excessively controlledupdating means that console multiplayer games will never reach theheights of their PC counterparts. There is a counter-argument - that PCgames descend into a poorly-defined, indistinct mess of constantpatching - but it is effectively squashed by the fact that, if you lookfor a multiplayer game with the longevity and massive popularity of aWOW or a Counter-Strike on console, you won't find one (with the veryarguable exception of Halo).
Auto-updating is the reason Valvecreated Steam in the first place. It's the reason it now finds itselfin an odd position for a developer: semi-publisher, leadingdistributor, market analyst, agony uncle and technocrat - not tomention defender of a platform that's still being proclaimed dead, whenall signs point to the very opposite.
At the end of the day, PCgaming's health - and its trickiest challenge - comes down to a bottomline that even the format's detractors can't refute: there are just somany of the damn things. "We think the number of connected PC gamers weare selling our products to dwarf the current generation of consolesput together," states Newell. "There are tremendous opportunities infiguring out how to reach out to those customers.
Posted by Editorial Team Mon Jun 30, 2008 6:22 am
Nintendo Sued Over Use of Music from 1993 'True Romance' in Business and Industry in Gaming, Media, Web, IT and Computing
A Los Angeles film production company sued Nintendo on June12th, alleging that the console manufacturer used a tune from the movieTrue Romance in a commercial for the GameCube.
Thesuit, filed by Morgan Creek Productions in U.S. District Court for theCentral District of California, was voluntarily dismissed by theplaintiff on June 18th.
The 1993 film was directed by Tony Scott and written by Quentin Tarantino.
The song in question is You're So Cool, composed by Oscar-winning composer Hans Zimmer. The suit claims:

Sometimewithin the past three years, [Nintendo] used the sound recording of"You're So Cool" without authorization in a television advertisementfor the Nintendo "GameCube."

Plaintiff is informed andbelieves and thereon alleges that [Nintendo] also used the soundrecording at issue herein in other forum in order to generate sales fortheir product.


                              

It is unknown why the suit was dismissed less than a week after being filed. GamePolitics is seeking comment from the plaintiff's attorney as well as Nintendo.
The complaint does not make reference to a specific use of the song by Nintendo. However, this 2004 post from the Toon Zone forums makes reference to You're So Cool being used in an ad for Paper Mario: The Thousand Year Door.
UPDATE: Also, courtesy of comments left by GP readers Orange Soda and Anonymous, we've added the video of the commercial which apparently sparked the copyright claim.
Read the lawsuit here.
Posted by Editorial Team Mon Jun 30, 2008 6:17 am
Stringer: Videogames are Sony's 'top priority' in Business and Industry in Gaming, Media, Web, IT and Computing
Sir Howard Stringer, chairman of Sony Corporation, has told thecompany's annual shareholder meeting that he believes the "toppriority" should be restoring the videogames and television departmentsto profitability.
Precisely when that might happen is unclear, as although the company previously predicted that the PlayStation division will post its first annual profitnext year, following cost reductions in the manufacture of thePlayStation 3, the electronics division is set to see earnings tumbleon poor LCD sales while the stonger yen hits exports, according to Bloomberg.
The company predicted net income to fall by 22 per cent to JPY 290billion (USD 2.69 billion), while it expects to sell 10 millionPlayStation 3 consoles, and 9 million PlayStation 2 consoles.
                   
Additionally the company has stated that it has no plans to buy back shares, according to Reuters, despite enjoying a strong cash or equivalents position of around USD 10 billion.
Posted by Editorial Team Sun Jun 29, 2008 6:40 am
Few gamers claim Grand Theft Auto 'hot coffee' cash in Business and Industry in Gaming, Media, Web, IT and Computing
$93,660 (£47,201/€59,631) can’t be much to the publisher of Grand Theft Auto. But that’s the paltry maximum amount it could've paid out so far over the infamous ‘hot coffee’ incident in GTA: San Andreas, simply because hardly anyone’s filed a claim.
To refresh your memory, ‘hot coffee’ was the name given to a sequence within GTA: San Andreas that allowed players to perform sexual acts with background characters.

A lawsuit was brought against Take-Two Interactive - publisher of Grand Theft Auto,and the company later agreed to pay between $5 and $35 to anyone whohad bought the game and was offended by the scenes - which were notenabled by default, but required a special hack to activate.
But, according to Seth Lesser, lead lawyer for the plaintiffs, only2676 people have come forward to claim their cash, so far. "We can'tguess as to why now, several years later, people care or don't care.The merits of the case were clear,” Lesser said.
The irony is that the 11 law firms that brought the action againstTake-Two are said to have claimed around $1.3m (£655,000/€828,000) inlegal fees.
Posted by Editorial Team Sun Jun 29, 2008 6:39 am
World of Warcraft was intended to be ad-supported in Business and Industry in Gaming, Media, Web, IT and Computing
During a keynote Q&A at the Paris Game DevelopersConference, Blizzard SVP Rob Pardo revealed that World of Warcraft wasoriginally planned as a free-to-play title.
According to a Gamasutra report,Pardo told GDC executive director Jamil Moledina: "When were firstgoing to make World of Warcraft, we wanted to make it free andadvertising supported."
"We didn't want to charge a subscription, but as we researched market conditions, we realised that wouldn't support us."
                   
Pardoalso referred to the upcoming Activision and Vivendi Games merger -forming a new entity to be known as Activision Blizzard.
"It really doesn't affect us at all," he said.
"Onething that was great about this particular merger is that Bobby Kotickand all the great people at Activision didn't want to do this dealunless everyone at Blizzard bought into it."
"They really wantedto get to know us, and that's never happened before... they wanted tomerge with us because ultimately it would make us a stronger company."
Posted by Editorial Team Sun Jun 29, 2008 6:37 am
25 rarest Nintendo games ever in Gaming
We could've filled the entire list withantique Game & Watch titles alone (they're manna from heaven forcollectors), but for the sake of balance here's a list of some of themost valuable games across Nintendo's entire portfolio.


So before you throw out any 'junk' boxes from the loft, best check they don't contain any of these 25 rare classics.


Harvest Moon (SNES, US) - £60
The SNES version of Harvest Moon is still considered the best amongfans of the whimsy-heavy farming/courting sim. It doesn't come up veryoften on eBay, and when it does you can expect to pay at least £60 fora good boxed copy. The N64 version was released soon after, accountingfor the SNES game's initial lack of popularity.


Banjo-Tooie (SNES, PAL) - £60
Rare's first Banjo-Kazooie game was extremely popular, but Banjo 2 gotstuck in development and ended up coming out towards the end of theN64's lifespan. Although you may be able to pick up a copy cheaper, agood boxed version will set you back at least £50, and sealed copieshave been known to go for as much as £100. You'll probably see theseprices rise when more news of Banjo-Kazooie 3 on Xbox 360 emerges.


Dracula X (SNES, US) - £70
The final Castlevania game released on SNES wasn't as popular asprevious iterations, but the series has gained great cachet with gamersmore recently, especially since prices for Castlevania: Symphony Of TheNight skyrocketed on PS1. Dracula X is unlikely to go down in value.


Sin & Punishment (N64, jpn) - £70
While the version released on Virtual Console has adversely affectedthe original's price, this N64 classic is still a jewel in the crownfor any Nintendophile. This Treasure shooter was designed for the N64analogue stick and is always best played on its host hardware. A goodinvestment and a collectable game you'll actually bring out from timeto time.

<!--[bigpic]-->
Naruto: Clash of Ninja (GameCube, PAL) - £75
Although it's worth very little in America and Japan, the PAL releaseof Naruto Clash Of Ninja didn't see wide distribution and it's beenknown to fetch up to £75 on eBay. Expect other GameCube titles such asChibi-Robo and Baten Kaitos to increase in price because of theirlimited numbers.


Earthbound (SNES, US) - £80
This Japanese hit was released in the US but failed to make much of animpression. Now it's lauded for its RPG in-jokes and humorous take onAmerican culture. Again, rumours abound that EarthBound is to bere-released on Virtual Console, which may bring the price down on thisUS import.


Paper Mario (N64, PAL) - £80
Another rare PAL gem. Though Paper Mario continues to be one of themost popular titles on Wii's Virtual Console, collectors will stillfork out good money for this great mix of platforming and puzzling inits original guise. Until recently, copies of this SNES classic couldstill be found in many second-hand game stores.


Bakuretsu Muteki Bangaioh - (N64, jpn) - £80
If you thought the Dreamcast version of Bangai-O was good, you shouldcheck out the original N64 version with its sublime analogue controls.Only 10,000 copies were released in Japan and it's been going up inprice ever since. Find a mint, boxed copy and you'll have collectorsknocking your door down.


Chrono Trigger (SNES, US) - £90
Chrono Trigger isn't rare by any standards - indeed, thousands ofcopies are on the market. However, the game is so good, and has builtup such a reputation, that people are willing to pay upwards of £100for a sealed, boxed SNES copy. You can even get it as part of FinalFantasy Chronicles for PS1, but still the collectors pay big money forit. Rarity isn't really the main consideration, we guess.

<!--[bigpic]-->
Ninja Gaiden Trilogy (SNES, US) - £150
Even though this comprises all three of the Ninja Gaiden games releasedon NES with a graphical update, it didn't sell very well when it firstcame out in 1995. But since the next-generation Ninja Gaiden games werereleased, Tecmo's star has risen, enhancing the price of this cartconsiderably.


Final Fight 3 (SNES, PAL) - £180
The PAL version of Final Fight 3 is a hidden treasure waiting tohappen. Let's face it, unless you're a collector you're unlikely toknow its true value and this is your best chance of picking up a gem atthe local car boot sale. A naked cart is probably only worth £40, butif you can find a good boxed copy then you're likely to achieve £180 to£200. And it's a decent game, too, containing two extra characters inDean and Lucia Morgan.


Space Invaders (Virtual Boy, jpn) - £200
A good boxed copy of Space Invaders on Virtual Boy can now fetch £200.It's notable because it's one of the better games on the system, and solong as you don't play it too much (giving yourself a much-warned-aboutmigraine) you'll get some fun out of it. Virtual Boy games have shot upin price in the last five years and this trend doesn't look likeabating. It may be a good investment for the future...

The Flintstones: Surprise at Dinosaur Peak (NES, US) - £200

As the NES drew to the end of its lifespan, publishers began releasingtheir games exclusively to game rental companies, bypassing traditionalgame shops. The Flintstones II is typical of this, and although it's alittle easier to track down in Europe than elsewhere, it can stilldemand high prices. United States copies can go for £200, thoughfinding ex-rental games in good condition is like finding a joke in anepisode of My Family.

<!--[bigpic]--> Starfox Super Weekend/Donkey Kong Country Competition Carts (SNES, US) - £200

These two separate carts were manufactured specifically for use inBlockbuster in-store competition promotions. Only about 2,500 were madeof each but they were initially sold off in stores for a knock-downprice. Because of their rarity you can expect to see them sell on eBayfor around £200, depending on what kind of condition they're in.


Rendering Ranger R2 (Super Famicom, JPN) - £200
This run-and-gun classic came from the makers of Turrican, so Lordknows why a game of such pedigree was only released in Japan. It'sunusual for a rare game in that it's actually very playable today. Acart-only copy might still sell for £80, but find it boxed and completeyou're looking at a sum of £200.

Fire Emblem Thracia 776 Collectors' pack (Super Famicom, JPN) - £200

Thracia may sound like a disease you'd pick up in a Bulgarian brothelbut this is actually a super-rare Fire Emblem collectors' pack. As itwas only released in Japan in limited numbers, you're unlikely to findit at the local car boot, but it shows that you should always keep youreye out for limited edition releases - and keep all the gubbins thatcomes with them.


Bubble Bath Babes (NES, US) - £250
Panesian was a company that produced several adult titles for the NES,including Peek-A-Boo Poker, Hot Slots and Bubble Bath Babes. Forobvious reasons the games didn't get Nintendo's seal of approval andended up being distributed via mail order catalogues or rental shelves,hence their scarcity. Interestingly, they didn't come in NES boxes butVHS-style cartons, so many are still undetected. The limited graphicsmake the sauciness factor rubbish, though.

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Mountain Bike/Speed Racer Combo (SNES, US) - £300
This SNES combo underlines the fact that combining two or more gamesonto one cart for a limited print run is always going to have raritypotential. Good boxed copies have generally only come out of Nintendo'sown warehouses and if you can find one with the strange LifeFitnessBike peripheral then you're looking at a price in excess of £1,000.It's a cart that will always go up in value, but it's worth around £300today.


Myriad six in one (NES, US) - £350
This is the rarest unlicensed NES game and consists of six titles:Bookyman, Adam And Eve, Cosmos Cop, Magic Carpet 1001, Balloon Monsterand Porter. Its rarity is due to the fact that Myriad Games put outfewer than 1,000 carts and they were individually numbered. Gamescollectors speculate that there are only 100 left in existence, butonly 15 have ever surfaced.


Virtual Bowling (Virtual Boy, JPN) - £400
Only 22 games were ever released on Virtual Boy, although somecollectors believe there could be rare prototypes hidden away thatdidn't make it to retail. Virtual Bowling is actually a pretty goodbowling sim, offering practice and tournament modes, but the lack of asave battery means your scores are wiped when you switch off.Fortunately, passwords save the day. Not to be mistaken for Nester'sFunky Bowling, which is much more common.

<!--[bigpic]-->
Flagman (Game & Watch) - £450
There are plenty of rare Game & Watch titles we could have listed,including the obvious competition-only Super Mario Bros YM-901 (justtrips off the tongue), or the eminently collectable The Legend Of ZeldaGame & Watch, but it's likely to be the less well known titles thatwill surface down at your local flea market. A boxed Flagman could bagyou a small fortune.


Stadium Events (NES, US) - £500
Though common in PAL territories, Stadium Events is one of the NES'smost collectable games in America. Although it's a terribly averagefitness game, its value is due to Bandai printing a test run of thegame that was sold in Woolworths stores for a very short period beforeNintendo bought the rights. Rumours suggest there are only 10 completecopies on the market, and even unboxed Stadium Events carts can sellfor £400.


Virtual Lab (Virtual Boy, jpn) - £500
It's all too easy to look back on the Virtual Boy debacle and laugh,especially at the poor souls who thought it looked cool to wear a pairof heavy, red goggles and bellow, 'come on Mario, you can do it!'. Butwho's laughing now? Some Virtual Boy games are fetching massive prices,including this J-Wing developed Japanese puzzle game. The fact'Nintendo' is charmingly spelt 'Nintenndo' on the back of the box onlyadds to its value.


Balloon Fight Crystal (Game & Watch) - £600
This has to be one of the rarest Game & Watch titles, and boxed,good condition units have been known to fetch up to £600. Releasedtowards the end of the series' run for the Crystal Screen range,Balloon Fight's simple gameplay is reminiscent of Williams' Joust andhas since gone on to make an appearance in Animal Crossing.
Posted by Editorial Team Sun Jun 29, 2008 6:36 am
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