Gameloft teases its first Unreal game with a bloody image

Gameloft has started teasing its first game made with the Unreal engine, and it looks like it’s going to be big. We don’t have much to go on at the moment – only a single image and the knowledge that this will be made with the Unreal engine – but we’re tempted to think that it’s something along the lines of Infinity Blade. Of course, the picture below is open to interpretation at the moment, but Gameloft says it has hidden a hint within the image. Have a look and see if you can spot it:


Now, it could be anything, but that massive sword made us immediately think of Infinity Blade. Whether or not Epic has any actual involvement with this game is up in the air, but if it is something similar to Infinity Blade, it’s possible that Epic has commissioned Gameloft to develop it. That makes some sense, since Gameloft has more experience developing for Android than Epic does, but we can freely admit that we don’t have an evidence to back such an idea up.

Again, your guess is as good as ours, but the dead skeletons, the armor, and the swords suggest that this will be some kind of RPG. Perhaps it’s an action RPG similar to Gameloft’s own Dungeon Hunter 2? Then again, it could be a straight-up action game set within the fantasy world. Since the image is of a leg, a massive sword, and a bleeding skeleton, it could really be anything, so put on your finest pair of speculation pants and get to thinking.

Currently, Gameloft is asking Facebook users to vote on what they want to see next: the game’s first trailer or a new piece of artwork. Votes for the trailer outweigh votes for the artwork by a significant amount, so it seems that we will soon have a new trailer to share with you. Whatever Gameloft ends up revealing, we’ll have it for you right here at SlashGear, so stay tuned!

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Gameloft teases its first Unreal game with a bloody image is written by Eric Abent & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Nintendo 3DS XL Review

Reviewing a product like the Nintendo 3DS XL is a strange affair. The mobile gaming market has changed dramatically over the last several years thanks to the advent of iOS and Android, both offering games that approach the quality of what you would expect to find on a Nintendo or Sony handheld for a fraction of the price. It’s hard to look at the 3DS XL without a cynical eye either given that 3DS sales are starting to slump, with Nintendo recently reporting a decline in revenue and posting a net loss of around $220 million. Is the 3DS XL the boost that Nintendo needs in a world that’s rapidly forgetting the traditional portable gaming handheld? Let’s find out.

Hardware

Take the 3DS, swap some ports around, and make everything a little big bigger. That’s a gross generalization, but also the core of what Nintendo has done with the console. The reason for the supersizing simply seems to be ease of access: children and elderly gamers will be able to grip the console with ease, and the larger screens also makes things easier to see. Nintendo has made some tweaks to the design, though, with the glossy plastic of the 3DS being sidelined, and corners appearing more rounded and less angular.

As a result, the console is much easier to grip than its predecessor, and is generally more comfortable to use in operation. The physical controls of the device are a joy to use as well, wth the joystick swiftly moving around its axis without sticking at all, and the quartet of buttons on the right hand side giving great feedback. The same can’t quite be said about the L and R buttons, which don’t quite have enough feedback and feel a little loose. Nintendo has also tweaked the Select, Home, and Start buttons found below the bottom screen: the large, chunky, plastic buttons are far easier to press on the 3DS XL compared to the 3DS.

Going around the device, you’ll find that the 3.5mm headphone jack has been repositioned from center bottom to the far bottom left, a curious decision considering it’s where part of your hand will rest while holding the XL. The SD card slot has also been relocated to the right hand side, next to the stylus holder, and the sliders for the volume, wireless, and 3D switches have all been tweaked ever so slightly.

There’s no denying, however, that this is a chunky and heavy device at 22mm and 336g. The XL may only be 1mm thicker compared to the 3DS, but it’s also 100g heavier. Carrying it around in a jacket pocket or the back of your jeans can be somewhat laboriously, although we’ll commend Nintendo on getting the balance of the device correct when the screen has been flipped open.

Speaking of those screens, they’ve both increased dramatically in size. The top screen has been increased to 4.88-inches, up from 3.53-inches, while the bottom screen has jumped to 4.18-inches, coming in at 3.02-inches on the original 3DS. What hasn’t changed, however, is the resolution, with 800×240 and 320×240 respectively. Both have low pixel densities, resulting in a generally unpleasant experience even from a normal viewing distance, something which we can’t show you thanks to a close-up photography ban by Nintendo. The fact that the company is restricting close-up videos and photos of the handheld while it’s turned on should give you an idea of the screen quality. The viewing angles aren’t great either, so you’ll need to click the top half of the screen in just the right position to get the best image.

The system is still charged using Nintendo’s proprietary charger, but here’s the kicker: you don’t even get one in the box anymore. Nintendo claims that in order to keep costs on the console low, it’s had to forgo including a charger in the retail package, a move which is bonkers. No doubt there will be those who are moving up from a previous Nintendo handheld who will have the necessary charger, but is the company seriously going to neglect first time buyers? Both the front and back of the box do warn customers about the lack of charger, but it leaves a sour taste in the mouth nonetheless.

3D

The first time we witnessed the three-dimensional powers of the 3DS was through a demo given by an employee in a retail store briefly after the handheld launched. A quick fondle showed that while the effect did work, it wasn’t particularly immersive, and the effect could be broken far too easily. The same is true of the 3DS XL, and in our several days of usage we pretty much always had the 3D effect turned off.

The fundamental problem with the 3D on Nintendo’s handhelds is that it’s far too finicky to set up and maintain. The slider needs to be adjusted into just the right position; you need to be directly facing the console, with any kind of off-angle ruining the effect; if you finally manage to get a satisfactory depth to the image in your game (which can be highly dependant on how the game was designed in the first place), you need to remain perfectly still in order to maintain the illusion. Any movement at all, and you’ll shatter the effect. Maybe we’re cynical about the idea of 3D in general, but after extended use it’s clear that Nintendo has tried to shoehorn the idea into a portable console and served up average results at best.

Games

Nintendo provided up with one game for review, Kid Icarus Uprising, although the platform has amassed a healthy collection of titles since its launch last year. As is increasingly the case these days, if you’re buying into a Nintendo ecosystem you’re doing so for the first-party games, with the company offering classics such as Zelda: Ocarina of Time 3D and new reimaginings such as Super Mario Bros 2.

As for Kid Icarus, it’s a mixed bag. Levels in the game split different styles of gameplay, with the first five minutes dedicated to an on-rails shooting section that sees Pit guided by the goddess Palutena. This handles pretty much exactly as you would expect, with you moving Pit around the screen using the circle pad to control the character while the L and A buttons handle firing duties. Taking out every enemy on the screen is the name of the game as you avoid obstacles and collect power ups, and the level design can occasionally make great use of the 3D capabilities. For the most part though, you’re better off sticking to 2D.

Palutena can only sustain Pit for five minutes of flight. After that, you’re directed to the ground for the second part of the level, giving you full running control and allow you to explore 360 degree environment. The problem comes with the control scheme: while you can make Pit run with the circle pad and fire with L or A as normal, you have to change his orientation using the stylus on the bottom screen.

It’s an awkward and convoluted control scheme that handles poorly, to say the least. You’ll be left gripping and supporting the full weight of the console in your left hand while trying to turn Pit with the stylus in your right hand. Trying to turn the character is a tedious affair, requiring hefty drags across the screen that also require a firm press thanks to the resistive technology. Resting the console on a flat surface helps immensely, and the game is even supposed to come with a stand that helps make it easier to play, although we didn’t receive one with our review unit. Both the control scheme and dedicated stand directly contradict the portability of the console, and we really have to wonder why Nintendo and the developers opted for such a janky and overall poor experience.

The game has a certain visual charm to it, featuring bright colors, cartoonish designs, and a dash of 2D animation on the bottom screen for character interactions, but the ridiculously aliased graphics during gameplay can’t go without mention. We realize that the Nintendo experience has never been about top of the line graphics, but there needs to be some sort of visual polish in a world dominated by high-end smartphones and tablets.

Battery

Nintendo say that the 3DS XL’s battery life should be much improved over the previous offering, sitting between 3 and 6.5 hours of gameplay depending on your settings. DS titles should last a little longer thanks to their more modest graphics, eeking out between 5 and 8 hours of gameplay.

In our test, we put the screen brightness to maximum, turned WiFi off, set to the volume of the speakers to 50%, and made sure our 3D slider was firmly in the 2D position. A quick marathon session of Kid Icarus saw the console lasting around 4 hours and 40 minutes before switching off automatically. That falls in line with Nintendo’s expectations, and you can expect to squeeze a bit more out of the battery should you drop the screen brightness.

Wrap-Up

The 3DS XL brings small improvements over the 3DS, but they all add up to a better handheld overall. It may be heavier, but the screens make for a more impressive experience, the console is easier to handle, and the battery has seen a much needed improvement. If you own a 3DS that’s starting to look a little old, then it’s worth jumping up to the 3DS XL for the better screens and battery life. If you’re on one of Nintendo’s older handhelds and have been hesitant about making the jump, the 3DS XL proves that the water is fine and that it’s time to jump in.

The handheld makes sense if you’ve already bought into Nintendo’s ecosystem, but it’s a hard sell for first time buyers. Nintendo has a fundamental problem on its hands, and it’s this: the 3DS XL and its games don’t exist in a vacuum. Smartphones and tablets offer cheaper games that can distract you just as well as titles from first-party developers fronted by Nintendo or Sony. The former company is hoping that its all star heros and franchises can continue to prop up revenue, while the latter is focused on specs and the merging of physical and touch controls. Neither realize that the game has changed, and that the world doesn’t necessarily need yet another device for portable gaming anymore.

The flipside of the argument is that iOS and Android games don’t have the immersive stories or strong characters and franchises that a company like Nintendo can offer. There is no Zelda or Mario equivalent on mobile devices, sure, but the company can’t ignore the looming threat of smartphones and tablets forever. Nintendo’s inability to adapt and tap into such a vast market is frustrating, and the 3DS XL is the physical representation of its archaic view of the mobile gaming landscape. There may be one or two games that will entice you to the platform, but why reward a company that’s stuck in the past?

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Nintendo 3DS XL Review is written by Ben Kersey & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Original Final Fantasy now available on Android

The game that made Squaresoft (remember back when it was called Squaresoft?) a famous name with gamers is getting a new re-release today. The first Final Fantasy has arrived on the Google Play Store, giving players young and old the perfect opportunity to travel into the past and see where it all began. The game itself is compatible with Android 2.1 and up, so this will work on a pretty wide range of Android devices, and it even comes with a fresh coat of paint too.


Yes, Android version features updated graphics, but not quite to the extent that we saw with the mobile re-release of Final Fantasy III. Instead of 3D textures and enviroments, we’re getting SNES-quality sprites. That isn’t a bad thing however, especially considering that Final Fantasy released on the NES way back in 1987, so any update to the graphics is a welcome improvement.

Like most of Square Enix‘s other games available on mobile platforms, you’ll be paying a fair amount of money for Final Fantasy. The 46.39MB game will set you back $6.99, and while that seems like a lot to drop on a mobile game, it’s far better than Final Fantasy III‘s $15.99 asking price. Hopefully this will prove to be something of an on-going trend for Square Enix – after all, we can name quite a few Final Fantasy titles we’d like to see release on mobile devices. Anyone else pining for a mobile version Final Fantasy VI?

[via Google Play]


Original Final Fantasy now available on Android is written by Eric Abent & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Total Recall Game available for Android and iOS

The Total Recall Game just launched on Android and iOS to mark the upcoming feature film based on a remake of the 1990 movie with Arnold Schwarzenegger. The new movie is expected to have a different plot compared to the original, and the first-person shooter game will follow the same storyline as the remake.

Gamers who decide to download the app will play as the film’s main character (Douglas Quaid) and will play by fighting their way through New Asia while traveling to the Earth’s core in a mission to search for the “ultimate truth.” The game is said to feature cutting-edge 3D environments taken right out of the film and features comic book-style scenes for each mission. As you continue to make your way through the game, you gain the opportunity to use several different weapons to shoot your enemies.

The game has intuitive touch controls and currently features eight missions with seven more to come. The new film isn’t scheduled to come out for about another week, but the game is now available to purchase from both the iTunes App Store and Google Play for $1.99.


Total Recall Game available for Android and iOS is written by Elise Moreau & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Zynga posts $22.8 million loss in Q2 2012 report

Zynga‘s report for its second quarter has landed, and some things about it aren’t looking too hot. The social games giant reported a loss of $22.8 million for the quarter, which is down from the $1.4 million the company made during the same quarter last year. Revenue, on the other hand, was up for the quarter, rising 19% year-over-year to $332 million, so the news isn’t all that bad.


Some more good news for Zynga: the company reported that daily active user numbers have climbed to 72 million, up from 59 million in Q2 of 2011. Monthly active user numbers also got a boost in Q2 2012, with Zynga claiming 306 million MAUs, up 34% from Q2 2011′s 228 million. In keeping with the company’s trend for the quarter, monthly unique users also experienced growth, getting up to 192 million as compared to the 151 million it was able to boast at the same time last year. The company’s adjusted earnings-per-share came in at just a penny, which failed to meet expectations of $0.05 per share.

So, it’s a bit of both good and bad for Zynga. Having to post a loss is never good, but at least Zynga managed to get its active user numbers up during the quarter, which is one of the big things investors were worried about. However, user numbers don’t mean everything for Zynga, as most of its users don’t pay anything to play its games. Zynga makes most of its money from a small subset of its larger user base, so the best user numbers in the world don’t mean anything if none of them are paying.

Are Zynga’s fans leaving the company behind as they begin to graduate from Facebook social games to mobile games? That remains to be entirely seen, but Zynga is definitely one to watch as we head into quarters 3 and 4 of 2012.


Zynga posts $22.8 million loss in Q2 2012 report is written by Eric Abent & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Rock Band for iOS to be pulled from App Store on July 31

EA confirmed yesterday that it would be pulling its two Rock Band games from the iTunes App Store by July 31, 2012. Although gamers will still be able to play them locally, both Rock Band and Rock Band Reloaded will not be available to download after the 31st. There was actually a bit of hint about it back in May when gamers opened the game and were shown a message stating that the game would expire by the end of the month. EA said it was an error, but it may have suggested something about the games’ eventual removal from the App Store.

Pulling the games from the App Store comes as a result of the end of a licensing agreement between EA and Harmonix. There are no known plans to renew it, so be prepared to lose the game if you decide to delete it from your iOS device.

Once the end of the month has passed, users will only be able to restore their songs by iTunes via iCloud backup. “You will be able to restore your songs by iTunes provided you have an iCloud backup. An iCloud backup can be created before or after July 31 by selecting backup to iCloud in iTunes,” EA said in a statement on its website, along with backup instructions provided.

[via EuroGamer.net]


Rock Band for iOS to be pulled from App Store on July 31 is written by Elise Moreau & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Samsung confirms Angry Birds TV app plans

Samsung and Rovio are going after a couple different segments of the population – those who own an Internet-connected Samsung TV and have somehow managed to never play Angry Birds, and those who own an Internet-connected Samsung TV and cannot get enough Angry Birds. Given that the former consists of people who have never downloaded Angry Birds on their phone or tablet, and never downloaded it onto a game console, it’s the latter category that is probably the bigger chunk here.

Samsung announced today that it will bring the popular mobile-game-turned-worldwide-phenomenon to its smart TV platform, confirming earlier rumblings about such news. The game will launch on Samsung LED sets with models numbers of 7500 or higher, in addition to plasma sets with model number 8000 or higher. The download will be free, likely with ads to provide a monetary stream to Rovio and Samsung.

Rovio has understandably been completely focused on Angry Birds for the last three years, which has made its way to traditional game consoles as a downloadable title, been introduced to stores with a whole line of retail merchandise, got a tie-in with the theatrical animated film Rio, and is accessible via download codes in the Blu-ray version of the 20th Century Fox flick. It was only a matter of time before it started getting embedded into TVs.

[via VentureBeat]


Samsung confirms Angry Birds TV app plans is written by Mark Raby & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


More investment opportunities brought David Jaffe to mobile and social games

When David Jaffe announced earlier this year that he would be leaving Eat, Sleep, Play – a company which he co-founded – in order to pursue opportunities in the casual games market, it took a lot of people by surprise. After all, he made the announcement about about week before Twisted Metal even hit shelves, when it seemed like Eat, Sleep, Play was gearing up to create a new line of Twisted Metal games for the current generation. Now, in a new interview with Gamasutra, we’re finally finding out why Jaffe left the world of console game development behind in order to focus on mobile and social games.


According to Jaffe, there are more companies that are willing to invest in mobile and social games at the moment, meaning that it will be easier to secure funding for the games he wants to make. “The pool [of investors] is bigger and more varied,” he says. “You have a lot of traditional publishers who want to be in these new spaces, as they should. You have a number of companies that would never have thought of being video game publishers who are now trying to get into the space, whether it’s mobile or social or tablets.”

Of course, easier access to funding also comes with a trade-off, as Jaffe says that now he must look for funding on a more frequent basis. Console games can take years to complete, whereas it’s possible for a skilled team of people to get a new mobile or social game out the door every six or eight months. Because of that, Jaffe says that he will still be under pressure as he attempts to make a name for himself in the realm of mobile gaming.

Lately we’ve been seeing a lot of publishers and developers try their hand at developing games for mobile and social platforms. It’s easy to see why too – as the budgets for triple-A console titles climb higher and higher, so do the stakes, and these days one big-budget flop is enough to kill a formerly healthy studio very quickly. On mobile and social platforms, the risks aren’t always as great but the competition is fierce, so it will be interesting to see where these industries go in the coming months and years.


More investment opportunities brought David Jaffe to mobile and social games is written by Eric Abent & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Amazing Alex tops the mobile charts

Did we really expect anything else? The next game from Angry Birds creator Rovio has managed to climb to the top of the mobile gaming charts after just one day. Already a global phenomenon, the 99-cent iPhone game is the best-selling iPhone app in no fewer than 35 countries. Meanwhile, the $2.99 high-def version is the best-selling iPad app in 50 countries.

The game actually started its life outside of the walls of Rovio headquarters. It was created by an independent developer who launched the title – under a different name – in 2011. Rovio acquired the rights and decided to tweak it a bit, because it saw the potential for it to become the next big thing. And when it comes to next big things, Rovio knows a thing or two.

The company has understandably been completely focused on Angry Birds for the last three years, which has made its way to traditional game consoles as a downloadable title, been introduced to stores with a whole line of retail merchandise, got a tie-in with the theatrical animated film Rio, and is accessible via download codes in the Blu-ray version of the 20th Century Fox flick. So will Amazing Alex be the next big thing? It seems like it’s on the way.

[via VentureBeat]


Amazing Alex tops the mobile charts is written by Mark Raby & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Verizon rolls out GameTanium Android mobile gaming subscription app

Verizon rolls out GameTanium Android mobile gaming subscription app

Love mobile gaming, but hate the commitment that comes with spending a couple of bucks on a title? GameTanium takes all the permanence out of the mobile gaming model, offering up “unlimited play” for $6 a month. The service gives Verizon subscribers access to more than 100 smartphone and 50 tablet games, including favorites like Fruit Ninja and Doodle God. It can be used on more than 30 handsets and two tablets, including the likes of the Droid Incredible 4G LTE and Droid Razr. Verizon is also offering up a three day trial to get you started.

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Verizon rolls out GameTanium Android mobile gaming subscription app originally appeared on Engadget on Fri, 13 Jul 2012 09:42:00 EDT. Please see our terms for use of feeds.

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