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New 60GB Xbox 360 announced, cheaper 20GB version in Gaming
Microsoft has announced that it willbe producing a new $349 60GB Xbox 360, and the 20 GB version that itwill slowly replace will be cut in price in the US to $299.
AlthoughUK price changes have not been published, the arrival of a new 60GBversion – giving users much more memory for things like movies,trailers and Xbox Live Arcade games – is in keeping with Microsoft'spush into downloadable content.
"We know consumers need moreand more space to store the amazing digital content Xbox 360 offers,and we're giving it to them at no extra charge," said Albert Penello,Xbox director of product management at Microsoft.
"No onedevice offers the depth and breadth of entertainment that Xbox 360 candeliver, and now you'll have three times the storage to manage all thatgreat content."
What does it mean for UK?
The20GB version of the Xbox 360 – normally known as the Pro – currentsells for £199.99, and it seems likely that the news 60GB version willretail for the same price when it hits UK shelves.
This meansthat the older 20GB version will be given a price reduction, althoughit remains to be seen how close that will be to the Arcade version(with a much smaller storage capacity) which is currently priced at£159.99.
Microsoft's support of the now-failed HD DVD drive has meant a shift of focus onto downloadable HD (and SD) content.
Thesuccess of Xbox Live Marketplace has buoyed the console, and the offerof extra storage to boost these services makes a good deal of sense.


Prices for all other models remain unchanged, so that’s $279(£141/€176) for the Arcade (that’s the one with a 256MB memory card)and $449 (£226/€283) for the Elite – the flagship model with anintegrated 120GB HDD.
Although the leaked email said the new machine would be called thePro, Microsoft’s official announcement of the 60GB model didn’t use anysuch uplifting title.
The bad news is that – at least for the time being – the 60GB Xbox360 will only appear in the US and Canada when it goes on sale nextmonth.
Posted by Editorial Team Mon Jul 14, 2008 12:08 pm
UK Game File-Sharers Hit with Fines in Business and Industry in Gaming, Media, Web, IT and Computing
Four UK citizens were slapped with fines after the publisher of a PCpinball game charged that they uploaded the product to file-sharingnetworks.
MCVUK reports that the four were each required to pay £2750 (roughly US$5,500) to Topware Interactive,publisher of Dream Pinball 3D. The company's attorney said thatadditional cases would be lodged against file-sharers this week:
Copyrightowners spend millions of pounds developing copyright works for sale tothe public for their enjoyment and yet many think it is acceptable toobtain te work illegally and for free by procuring a copy on apeer-to-peer network.
Posted by Editorial Team Mon Jul 14, 2008 9:11 am
Rethinking Traditional Advertising Methods in Business and Industry in Gaming, Media, Web, IT and Computing
You see, for all the talk of monthly periodicals' demise, SEO'simpending reign, the downfall of FM stations and television'sinevitable implosion, we, err, sort of forgot to mention one thing:essentially that, despite posting up ratings far from the halcyon daysof the pre-TMZ.com era, mass media outlets such as ABC, CBS, CNN andNBC; Time, Newsweek and USA Today;and even regional Cineplex chains still generate the kind of audiencenumbers most interactive entertainment execs would give their last USBcable to connect with. Tactics may be changing, with custom tradeshows,advertorials, movie-type trailers and cover wraps replacing simple pageads and product giveaways. But as an industry, we're far from preparedto divorce ourselves completely from traditional advertisingplacements, or shift marketing dollars exclusively onto the Internet.

"Something most gamemarketers miss about the broadcast space is the need to keep messagingpointed and simple" - Steven Roberts, DIRECTV

To wit, column after news brief after investigative report may continueto bemoan the death of old-world media. However, as any marketingdirector can attest, its core vehicles still remain one of the bestways to rapidly generate mass awareness amongst PC- or console-owningaudiences. Hence, although blogs and video aggregators deliver greatbang for the buck and generate tremendous street-level buzz, theycontinue to be promotional outlets that most core publishers have yetto wholly embrace, let alone fully commit to. Thus the reign ofhigh-profile primetime spots for titles like Grand Theft Auto, Madden and Halo rolls on.
And so, just as I humble myself before my new daughter, who hasn't meta pair of slacks she hasn't enjoyed redecorating yet, I willinglyprostrate myself before the industry-at-large and beg forgiveness. Asthe following executives – representing the television, motion pictureand direct marketing industries, respectively – are quick to remind, weshould all think twice before acting so rashly and completely writingthese businesses off.
Suffice it to say that they may not generate the same kind of headlinesin 2008 as rich media providers, online networks or widget creators,but thanks to new technology, changing tastes and increasing audiencefragmentation, let's just say they're far from out of the game.
Steven Roberts
Vice President & General Manager, Games and StrategicInitiatives for DIRECTV, overseeing broadcast ventures like 24/7interactive games channel Game Lounge and the internationally televisedChampionship Gaming Series professional league.
"Broadcast TV is absolutely not dead – just changing. Popular as gamingis, you can't look at entertainment in a vacuum... you have to considerthe overall mass-market. There are 120 million television homes outthere, with millions of people who just want to be entertained in thesame way they have for the last 50 years. NFL football still puts uphuge ratings every Sunday, and millions still tune in to watch livemusic and sports – you don't see that on an Xbox 360 console.
"True, television has to evolve, and will become more interactive toengage subscribers... if that's what users want. But what we're reallylooking at here in the immediate is developers/publishers grapplingwith a question of increasing audience segmentation. Something mostgame marketers miss about the broadcast space is the need to keepmessaging pointed and simple. That doesn't mean downplaying keyelements or features that you want understood: Just presenting them ina straightforward, easily comprehensible way that speaks to a specificaudience. Implementing better virtual cameras into games would be awelcome start... For broadcasters, it's very difficult to showdifferent elements of a title in ways instantly conducive to helpingpeople understand what it's all about.
"It's also important to look beyond the 30-second spot. There's plentyof room for advertisers to tap into broadcast vehicles, whether throughtelevised competitions, interactive online program extensions orproduct integration. Placing games front and center by showing ahalf-hour of screens, video footage and people playing these titlesmakes sense. But what you really need for effective campaigns here isto build elements of user interaction into your advertising and pair itwith programming that's consistent with the demographics of the gameitself.
"It all comes back to basics. People won't skip an ad on a DVR or turnaway to get a glass of milk if it's compelling, the message is clearand it's telling you something that you want to hear. Creative doesn'tjust have to wow either: It also has to make sense for the audiencesegment. While marketing can be fun and have an edge to it, ultimately,for on-air placements, it's vital to make sure the message is verytargeted, specific and simple."
"For all the uproar surrounding the movie business lately, gamemarketers shouldn't underestimate in-cinema advertising's power. Mostmedia features a device (remote control, mouse click, radio dial, etc.)that lets audiences tune unwanted messaging out. But at the theater,you've paid to be there, are a captive audience and want to beentertained. This receptivity begets results if the creative is good:Recall scores average around 60%, with categories like gaming actuallysoaring into the 80-90% range.
"Definitely, the big screen's sexy. Via streaming media, you canliterally send ads for M-rated games to all R-rated movie screenings inany given city; appear alongside only specific types of films; ordeliver different messages to different geographic markets on-demand.But publishers need to look beyond the most obvious opportunities –lobbies can also be a marketing wonderland. Standees, banners,concession items... From 20-minute pre-shows packed with original,exclusive and entertaining content to game posters disguised to looklike cinematic counterparts, options for building brand equity areendless.
"Hollywood is far from dead. Are gamers going to see Shrek, The Matrix and Pirates of the Caribbean?Of course... it's common sense. Research also shows emotions aremagnified at the theater – and the same holds for audience reactions tocommercials as well as films. It's hard to argue with a dark room, agiant screen and a group of people who've willingly paid to be thereand want to see what's in store.
"Also note – 80% of tickets are sold on weekends, a time when peoplewant to go shopping, and theaters are generally located in shoppingdistricts. Stick a retail discount on a box office handout, and youdon't just achieve grassroots interaction, or present a clear call toaction. It's also conceivably the last message a consumer sees beforehaving to drive home past a Best Buy or Wal-Mart where your game'sconveniently stocked."

"People are more distracted than ever – advertisers need to cut throughthe clutter. You have to find ways to surprise and entertainaudiences... It's important to design options that let you really spendtime with consumers in a meaningful way.
"Consider core gamers. You can look at where they're hanging out – atfraternity houses, sports bars, military bases, wherever – thendiscover ways to be there. It's even possible to reach players atschool and weave gaming properties into an educational message. Theseinstitutions appreciate it when game companies can provide them withbranded book covers, locker calendars or workshops that incorporatethese titles to teach lessons, just to name a few possible choices.
"Basically, you have to create options that make sense for the contentand target demographic, then craft a vehicle that fits. This could be abranded video game tournament, for example, or involve catching fans ata sporting event and giving them things they can wear to the game.There are alternative ways to reach virtually any shopper.
"It's crucial for publishers to connect with fans on a one-on-onelevel, because as excited as TV/film imagery can make them, people wantto go hands-on and try your games. To do so, you have to interface withthem on the street. Demos at malls, movie theaters, health clubs, etc.are essential to building buzz: There's a direct link between samplersconverting into purchasers. Experience is everything, and consumers aregoing to be the strongest ambassadors for your brand – word-of-mouth isincredibly powerful in the enthusiast gaming community.
"A holistic strategy is important, though: Alternative marketing shouldjust be one part of a diversified tactical plan. If I can see an ad foryour game during Lost or American Idol, then it happens to be at a barwhere I can try it, it'll pique my interest... Suddenly, brand andbuyer are making a meaningful connection. Remember though, that theseplacements have to be unobtrusive. You can't invade someone's space –you have to make kiosks, stands, booths, etc. – something that adds to,not takes away from, the entertainment value of any activity or event."
Posted by Editorial Team Tue Jul 08, 2008 6:40 am
10 Best Hacking and Security Software Tools for Linux in Hardware, Internet, Networking, Comms and Security
Linuxis a hacker’s dream computer operating system. It supports tons oftools and utilities for cracking passwords, scanning networkvulnerabilities, and detecting possible intrusions. I have here acollection of 10 of the best hacking and security software tools forLinux. Please always keep in mind that these tools are not meant toharm, but to protect.

1. John the Ripper




John the Ripperis a free password cracking software tool initially developed for theUNIX operating system. It is one of the most popular passwordtesting/breaking programs as it combines a number of password crackersinto one package, autodetects password hash types, and includes acustomizable cracker. It can be run against various encrypted passwordformats including several crypt password hash types most commonly foundon various Unix flavors (based on DES, MD5, or Blowfish), Kerberos AFS,and Windows NT/2000/XP/2003 LM hash. Additional modules have extendedits ability to include MD4-based password hashes and passwords storedin LDAP, MySQL and others.


2. Nmap

Nmapis my favorite network security scanner. It is used to discovercomputers and services on a computer network, thus creating a "map" ofthe network. Just like many simple port scanners, Nmap is capable ofdiscovering passive services on a network despite the fact that suchservices aren't advertising themselves with a service discoveryprotocol. In addition Nmap may be able to determine various detailsabout the remote computers. These include operating system, devicetype, uptime, software product used to run a service, exact versionnumber of that product, presence of some firewall techniques and, on alocal area network, even vendor of the remote network card.

Nmapruns on Linux, Microsoft Windows, Solaris, and BSD (including Mac OSX), and also on AmigaOS. Linux is the most popular nmap platform andWindows the second most popular.


3. Nessus

Nessusis a comprehensive vulnerability scanning software. Its goal is todetect potential vulnerabilities on the tested systems such as:

-Vulnerabilities that allow a remote cracker to control or access sensitive data on a system.
-Misconfiguration (e.g. open mail relay, missing patches, etc).
-Defaultpasswords, a few common passwords, and blank/absent passwords on somesystem accounts. Nessus can also call Hydra (an external tool) tolaunch a dictionary attack.
-Denials of service against the TCP/IP stack by using mangled packets

Nessusis the world's most popular vulnerability scanner, estimated to be usedby over 75,000 organizations worldwide. It took first place in the2000, 2003, and 2006 security tools survey from SecTools.Org.


4. chkrootkit

chkrootkit(Check Rootkit) is a common Unix-based program intended to help systemadministrators check their system for known rootkits. It is a shellscript using common UNIX/Linux tools like the strings and grep commandsto search core system programs for signatures and for comparing atraversal of the /proc filesystem with the output of the ps (processstatus) command to look for discrepancies.

It can be used from a"rescue disc" (typically a Live CD) or it can optionally use analternative directory from which to run all of its own commands. Thesetechniques allow chkrootkit to trust the commands upon which it dependa bit more.

There are inherent limitations to the reliability ofany program that attempts to detect compromises (such as rootkits andcomputer viruses). Newer rootkits may specifically attempt to detectand compromise copies of the chkrootkit programs or take other measuresto evade detection by them.


5. Wireshark

Wiresharkis a free packet sniffer computer application used for networktroubleshooting, analysis, software and communications protocoldevelopment, and education. In June 2006, the project was renamed fromEthereal due to trademark issues.

The functionality Wiresharkprovides is very similar to tcpdump, but it has a GUI front-end, andmany more information sorting and filtering options. It allows the userto see all traffic being passed over the network (usually an Ethernetnetwork but support is being added for others) by putting the networkinterface into promiscuous mode.

Wireshark uses thecross-platform GTK+ widget toolkit, and is cross-platform, running onvarious computer operating systems including Linux, Mac OS X, andMicrosoft Windows. Released under the terms of the GNU General PublicLicense, Wireshark is free software.


6. netcat

netcat is a computer networking utility for reading from and writing to network connections on either TCP or UDP.

Netcatwas voted the second most useful network security tool in a 2000 pollconducted by insecure.org on the nmap users mailing list. In 2003, itgained fourth place, a position it also held in the 2006 poll.

The original version of netcat is a UNIX program. Its author is known as *Hobbit*. He released version 1.1 in March of 1996.

Netcat is fully POSIX compatible and there exist several implementations, including a rewrite from scratch known as GNU netcat.


7. Kismet

Kismetis a network detector, packet sniffer, and intrusion detection systemfor 802.11 wireless LANs. Kismet will work with any wireless card whichsupports raw monitoring mode, and can sniff 802.11a, 802.11b and802.11g traffic.

Kismet is unlike most other wireless networkdetectors in that it works passively. This means that without sendingany loggable packets, it is able to detect the presence of bothwireless access points and wireless clients, and associate them witheach other.

Kismet also includes basic wireless IDS featuressuch as detecting active wireless sniffing programs includingNetStumbler, as well as a number of wireless network attacks.


8. hping

hpingis a free packet generator and analyzer for the TCP/IP protocol. Hpingis one of the de facto tools for security auditing and testing offirewalls and networks, and was used to exploit the idle scan scanningtechnique (also invented by the hping author), and now implemented inthe Nmap Security Scanner. The new version of hping, hping3, isscriptable using the Tcl language and implements an engine for stringbased, human readable description of TCP/IP packets, so that theprogrammer can write scripts related to low level TCP/IP packetmanipulation and analysis in very short time.

Like most tools used in computer security, hping is useful to both system administrators and crackers (or script kiddies).


9. Snort

Snortis a free and open source Network Intrusion prevention system (NIPS)and network intrusion detection (NIDS) capable of performing packetlogging and real-time traffic analysis on IP networks.

Snortperforms protocol analysis, content searching/matching, and is commonlyused to actively block or passively detect a variety of attacks andprobes, such as buffer overflows, stealth port scans, web applicationattacks, SMB probes, and OS fingerprinting attempts, amongst otherfeatures. The software is mostly used for intrusion preventionpurposes, by dropping attacks as they are taking place. Snort can becombined with other software such as SnortSnarf, sguil, OSSIM, and theBasic Analysis and Security Engine (BASE) to provide a visualrepresentation of intrusion data. With patches for the Snort sourcefrom Bleeding Edge Threats, support for packet stream antivirusscanning with ClamAV and network abnormality with SPADE in networklayers 3 and 4 is possible with historical observation.


10. tcpdump

tcpdumpis a common computer network debugging tool that runs under the commandline. It allows the user to intercept and display TCP/IP and otherpackets being transmitted or received over a network to which thecomputer is attached.

In some Unix-like operating systems, auser must have superuser privileges to use tcpdump because the packetcapturing mechanisms on those systems require elevated privileges.However, the -Z option may be used to drop privileges to a specificunprivileged user after capturing has been set up. In other Unix-likeoperating systems, the packet capturing mechanism can be configured toallow non-privileged users to use it; if that is done, superuserprivileges are not required.

The user may optionally apply aBPF-based filter to limit the number of packets seen by tcpdump; thisrenders the output more usable on networks with a high volume oftraffic.


Do you have a favorite security software tool for Linux? Feel free to comment and tell us about it.
Posted by Editorial Team Fri Jul 04, 2008 5:06 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 5:42 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 5:41 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 5:31 am
Anti-smoking Campaign Uses Halo-like FPS Game Theme [VIDEO] in Business and Industry in Gaming, Media, Web, IT and Computing
This is a new Video Game Florida Anti-Tobacco Ad that I got to see herein Miami, FL while taking lunch at work. It reminds me of Halo 3 butwith cheesy sound effects.

This video is a product of Tobacco Free Florida...

Via: GamerTag Radio
Posted by Editorial Team Mon Jun 30, 2008 5:23 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 5:22 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 5:17 am
Ratings could make UK games more expensive, says Microsoft in Business and Industry in Gaming, Media, Web, IT and Computing
Not only could videogames see later release dates in the UK compared tothe rest of Europe, but British gamers might have to start paying moreas well.
That's according to Neil Thompson, Microsoft's senior regionaldirector for EDD in the UK and Ireland, who has backed comments madeearlier in the week by EA's Keith Ramsdale regarding the potential impact of the dual ratings system proposed by the Byron Review.
"We're in the business of providing great games to a broad audience ofgamers, and we need to be able to fulfil that role by getting productsto consumers quickly and at a good price," Thompson told GamesIndustry.biz exclusively.
                   
"We're concerned with any measures that would mean this process is mademore unwieldy, or incurs additional costs which have to be shared withthe consumer."
The Byron Review recommended that the BBFC should take moreresponsibility for rating games in the UK, mandating it to cover alltitles suitable for children aged 12-plus - alongside thepublisher-backed PEGI system which is prevalent across a large part ofEurope.
"We want a steady stream of product to consumers via retail andtherefore support PEGI as the single ratings system in the UK," headded. "That way, we're able to ensure the right content goes to theright audience, as efficiently as possible."
The government announced plansfor the ratings system part of the Review to enter a period of publicconsultation, during which feedback will be solicited from thevideogames industry, as well as parents and children.
Posted by Editorial Team Sun Jun 29, 2008 5:40 am
RM launched its new Windows XP-based RM Asus miniBook in Hardware, Internet, Networking, Comms and Security
RM dumped the Eee name, as it feels the connotations of the letter in between of D and F with drug misuse/abuse wouldn’t fit all that well with kids and the Education market sector.

So fresh from rehab comes a 8.9-inch RM Asus Minibook for schools. The firm expects to see 50,000 units sold by the year end. This is compared to the 7-inch original model launched at the Handheld Learning Conference in London October 2007, which has sold 23,000 to date.



Specifications for the education aimed lite-laptop are exactly as the ASUSTeK 900 model itself, with this SKU shipping with 12GB SDD and a 1GB memory. When querying an Asus spokesperson at the event about which battery will be shipping with said units, we were informed that the new models will soon have the standard extended one that’s seen elsewhere in the world. Saving the local education authorities the £11.75 they are currently charging for swapping out the old one for the new.

One of the clear reasons why RM has gone down this route with Microsoft is the simple fact that most educational software is designed to run on Windows. This in turn makes it easier for schools to add their favourite curriculum software to the RM Asus Minibook.

“The Minibooks have proved a popular choice since launch and we are very excited to be expanding our range to include the Windows version. At around the £200 mark these devices mean that no pupil in the UK should be disadvantaged by not having access to the very best learning and the very best technology.” said Tim Pearson, CEO of RM

Tim let slip that he could be breaking an NDA over the following information – there’s a £25 price difference between the Linux version and the Windows XP. This came across that there’s an additional cost to customers from choosing the vole version over the penguin, but their product manager cleared this up later. The CEO was just referring to an internal cost for Asus and that’s all. RM will continue to offer the original Minibook models with Linux applied, just in case you were worried.

Although the model we saw was still Celeron based, they are planning to introduce an Intel Atom version after the summer school holidays – just in time for the Autumn school term.

The Minibook does arrive initially with Windows XP Home installed and they’re leaving it to schools to upgrade to XP Pro if needed, although they do offer factory-ordered customisation for a cost. The price for the 8.9-inch Minibook is just £285 and the reason behind the low cost, is solely down to schools not getting charged VAT (thanks Emil).
Posted by Editorial Team Mon Jun 23, 2008 4:09 pm
Age of Conan: iVirtua Review, Analysis and Videos in Gaming
Based on the books rather than the Schwarzenegger films, Age of Conanis a violent, massively multiplayer online game (MMO). Think World ofWarcraft with sharper swords and bigger breasts. The game leads yougently into the action and even allows you to learn the ropes in asingle-player environment before braving the multiplayer wilds. Andexperienced players get to build, or conquer, opponents' castles andkeeps. But the real innovation is the combat which, unlike most MMOs,involves reflexes and timing. The game looks mightily pretty; prepareto gawp at a sunset or distant mountain. But this graphical opulencecomes at a price, with loading screens a far-too-common annoyance.Worse, these breaks in play make the world feel less like a coherentwhole, lessening the feeling of immersion that games like WoW and Lordof the Rings Online engender so effectively. But assuming you have apowerful PC - which is essential for this game - Age of Conan is worthvisiting.

Age of Conan: Hyborian Adventures is a fantasy-themed massively multiplayer online role-playing game (MMORPG) developed by the Norwegian computer, video game developer company Funcom for PC and the Xbox 360. The game launched at 9 p.m. (GMT) on May 17, 2008in a limited way, being available to those who had pre-ordered the gameand registered for early access. The full release of the game for NorthAmerica was May 20, 2008 and for Europe May 23, 2008 for the PC version.The Xbox 360 version is scheduled to be released a year after the PC release.

After a long build up, including an eight-week delay to apply the finalpolish, Age of Conan: Hyborian Adventures (AoC) has been launched.



is it finally a game that takes on WoW?

iVirtua Full coverage
Also
Guild Wars hits 2 million sales worldwide

DreamWorld Engine
The DreamWorld graphics engine was developed by Funcom circa 2000. Other computer games powered by DreamWorld technology include Anarchy Online and its various expansion packs. When Funcom began developing Age of Conan: Hyborian Adventures,the company reviewed its existing technology base and decided to focuson the further evolution of their proprietary DreamWorld engine asopposed to licensing a third-party engine like many online RPGcompanies do. As such, Funcom began to retool their engine with theoverall design, pipeline and implementation process was taken intoaccount. In light of these changes, the DreamWorld engine has beenrebuilt for Age of Conan: Hyborian Adventures with new features, special effects and optimizations.[30]

"Real Combat"
"Real Combat" is being touted by Funcom as a revolutionary approachto combat in online RPGs where the player is in direct control of thecharacter's weapon strikes in real time. This multi-point melee andranged combat system is purportedly easy-to-learn and is one of theprime attractions of the title. Allegedly, the "Real Combat" systemwill take the ritualized combat experience previously found in onlineRPGs in a new direction. For this system, Funcom has also added aspectssuch as formation combat, mounted combat, siege combat and hive combat.[31]

Cheetah
Cheetah is a shader-oriented proprietary render engine re-written from scratch by Funcom featuring a phong per pixel lighting system. This engine allows for improved graphics and ambience. This is coupled with a trapezoidal shadow system, an in-house system developed by Funcom that allows all objects to cast shadows onto everything.[32]

Perlin noise-based cloud generating system
Perlin noise-based cloud generating system is a five-layered procedural system that enables multiple layers of dynamic clouds; thus, visually-realistic cloud behavior.[33]

SpeedTree
SpeedTree is a programming package produced by Interactive Data Visualization, Inc. (IDV) that aims to produce high-quality virtual foliage in real time, suitable especially for video gamesbut also aimed to a lesser extent at some other kinds of simulations.It has so far been licensed to a substantial number of video gamedevelopers, including developers of the Unreal engine series. SpeedTree is currently being used in several games, including (but not limited to) the MMO action game World War II Online and The Elder Scrolls IV: Oblivion.[34]

DirectX 10
"Funcom is proud to be one of the few developers who is tapping intothis technology, and we look forward to showing you even more of DirectX 10. Some of the improvements visible in the videos and the screenshots are improved parallax mapping, better lighting and more advanced shadows technology."[35]The game did not include support for DirectX 10 at the time of launch.DirectX 10 features are now slated to be premiered at the GamesConvention in Leipzig in August 2008.
Pre-Launch acclaim
During the past several years, Funcom has twice previewed Age of Conan: Hyborian Adventures at the Electronic Entertainment Expo, more commonly known as E3,and the product has received various critic awards for thesedemonstrations. The following information is a partial listing of thoseawards.
E3 2005

  1. GameSpot Editors' Choice Winner
  2. IGN.com Runner-Up Best of E3
  3. GamersInfo.Net Editors' Choice
  4. Gamezone Best of E3 Award


E3 2006

  1. GameSpot Editors' Choice Winner
  2. IGN.com Best of E3 Winner
  3. GameSpy: MMO Game of Show
  4. Yahoo! Games Best MMOG


E3 2007

  1. IGN.com Best of E3 Winner
  2. GameTrailers Best RPG Nominee
  3. WarCry MMO of the Show Nominee
  4. GC 2007: Best online game


2008

  1. MMORPG.com Most anticipated game of 2007

Posted by Editorial Team Thu Jun 19, 2008 4:22 pm
60GB Xbox 360 to launch at E3 in Hardware, Internet, Networking, Comms and Security
The new version of the Xbox 360could launch at the E3 games event next month in a bid to halt theprogress of Nintendo and Sony in the console wars.
According to Trusted Reviews, the new Xbox will be unveiled around 15 July, then scheduled for launch mid-August this year.
Down the Arcade
Atthe moment, this means the future is unclear for the current Premiumversions of the Xbox 360, which have just 20GB of internal memory.
It'slikely that this update will be badged as a new product, but willeventually replace the 20GB version, because the cost differencebetween the two consoles is pennies.
Jon Hicks, editor of Xbox 360: The Official Xbox Magazine says: "It's only a rumour at this point, but it's a sensible one.
"Withmore and larger content being released on Xbox Live, it makes sense forMicrosoft to offer a bundle that takes better advantage of it.
"Thereal news, however, would be if it meant the end of the hard-drive-freeArcade version. If Microsoft started selling all Xbox 360's with a harddrive as standard, it would make life easier for the game developers -but with such a huge install base already, I'd be surprised if theywent down that route."
Microsoft also has the Elite 120GBmodel, and given the push the company is giving HD downloads, we'd haveto assume this will be the one to promote for that function, as HD anda few game downloads will eat up space faster than hungry, hungryhippos.
Posted by Editorial Team Thu Jun 19, 2008 3:09 pm
Acrobat 9: Flash video, audio and powerpoint in PDF's in Software
Doesn't anyone see a problem in this?  First of all, I'm almost positive PPT can have videos.  Flash?  Maybe not, but its not difficult to convert it to mpeg.  But also Adobe ruined their own product.  PDF stands for Portable Document Format.  Ever since Acrobat 6, the program had nearly no additional (or useful) features but seemed to have exponentially grown about 10+MB for every version.  Thats like saying you have a 200kg backpack but it just happens to have wheels.  Its very heavy but its just BARELY portable enough to bring from place to place.  Adding this Flash and PPT feature is so unnecessary - typically a PPT is good enough for whatever presentation you want.  Slideshows are interactive, sometimes flashy, and easy to focus on.  Oh, and typicaly why videos are made for presentations now is because often a slideshow is comparatively obsolete.  So you're mixing a document with a slideshow with a video.  Whose idea was this?  I'm sure glad Acrobat is free.
Posted by schmidtbag Wed Jun 18, 2008 12:04 pm
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