Archive for 4 September, 2011
Set in a magic school, the game entails mastering a series of spells and incantations in order to achieve a Magician Licence and become Master Wizard. To this end, the player enrolls in the Magic Academy where alongside over 150 fully interactive pupils, they must learn and implement key spells and use them wisely.
During the course of a term, however, the player is asked to solve a series of puzzles by mysterious beings that appear once a week throughout the game. Doing so will reward the user with extra items for use in their magic, and contribute towards the player’s advancement.
Different stories and adventures will be revealed depending on what bonds are formed with the game’s characters and how the player chooses to solve each of the 52 adventures.
With its truly immersive game world and adaptive gameplay – all of which is played in real-time courtesy of the DS internal clock – Enchanted Folk and the School of Wizardry is a truly magical experience. Packed with unique items for use in magic, the player faces many long and hard challenges as they strive to attain the coveted five-star rating that will earn the Master Wizard accolade.
- Study at the magic academy to become and Master Wizard
- Over 150 fully interactive pupils to befriend
- Multiple storylines depending on your friends
- Lend characters to a friend’s games to learn even more
- Played in real-time – new challenges every week
- 1,500 customisable features including clothing, characters, spell upgrades, furniture and accessories
- 52 mysterious adventures for players to solve using their magic abilities
- Single-player Story Mode, upto four-player Co-operative Play
- Use the standard alphabet or magic alphabet to chat with any player via Wi-Fi
- Download additional items
List Price: £29.99
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Nick Swardson chops it up with Homer Rabara on the black carpet at Call of Duty XP 2011
Week Recap: Resistance 3 PS3; COD: MW3 Xbox 360; Zelda Wii Bundle
Inc.'s online division this week amid strong pre-sale demand. Sales for Nintendo Co.'s Wii sunk in Japan in the latest retail data. Media Create Co. on Fri. reported that the Wii sold 11342 units between Aug. 22 and Aug. 28 to rank No. …
- PEGI Rating Ages 3 and Over
Jigapix: Wonderful World uncovers some of the most spectacular imagery and visits places you could only dream of. Puzzle your way around the World completing over 80 different jigsaw puzzles.
List Price: £24.99
Xzibit chops it up with Homer Rabara on the black carpet at Call of Duty XP 2011
Thor: God of Thunder Official Nintendo 3DS Box Art Revealed
The box art design is very similar to that of the previously released home console versions of the game, available now on Xbox 360, PlayStation 3 and Wii. Thor: God of Thunder for Nintendo 3DS will be available from 9th September 2011, and Electronic …
He’s cranky. He’s loud. And he’s one bad duck but he’s all yours! Use your Nintendo DS stylus to interact with your own, customizable Daffy Duck. The goal get him quackin’ as you try to raise his temperature meter through a series of mini games. Progress through levels, make him mad and win the game. It’s time to drive this Duck Amuck!
- Keep your friends close, but your enemies closer drive Daffy nuts anytime, anywhere in the only game where you actually interact with the one-and-only Daffy Duck.
- Daffy’s goal is to outdo you. It’s your job to outdo the Duck use your stylus to trick, taunt and tease Daffy until you send his temperature meter through the roof.
- Engage your friends in outrageous Duck wars through Nintendo Wii and DS connectivity.
- Be despicable! progress through a huge variety of mini games ranging from retro favorites to all-new experiences. As you do better, he gets madder until he can’t take it anymore!
- A completely original gaming experience custom made for the DS and the Daffy Duck character! Where previous handheld character interaction games have focused on care-giving, Duck Amuck plays like an interactive cartoon.
List Price: £24.99
Gormiti: The Lords of Nature! features characters and locations from the popular Gormiti TV show co-produced by Marathon Media & Giochi Preziosi.
List Price: £29.99
Benito, Ryan, and Jody go on a Jeep ride along, Call of Duty style.
Treyarch developers hit Call of Duty XP to explain the method behind the mayhem, show the maps that never made it into the game.
Who Was There: David Vonderhaar (Lead Game Designer), Dan Bunting (Online Director), Phillip Tasker (Senior Game Designer) and Alex Conserva (Lead Software Engineer)
What They Talked About: While the majority of the Call of Duty XP attendees were busy shooting each other on various maps across multiple Call of Duty games, Activision held several panels for those looking for some behind-the-games insight. One panel focused on multiplayer, or more specifically, multiplayer maps.
Tasker recounted the experience of coming up with the Summit map, where he and the rest of the panelist traveled the world for inspiration. He mentioned that it can take several months or up to a year to make one map. For Summit, they were still a year and a half away from shipping Call of Duty: Black Ops. Some mock-ups were displayed on the large screen to give fans an idea of what the layout used to look like. Textures aren’t added until six months before the ship date and finally the polish phase is when they push to make it look as beautiful as possible.
As for the people who put the maps together, Tasker said, “Call of Duty level designers are three-part designers: one part artist, one part architect, and completely insane.”
Even though maps don’t always make it into the final game, there are times when the development team scratches an entire environment. A Cairo-themed area with temples and pyramids was ultimately cut from the game, but instead of losing out on all that work, the map location was moved to Cuba and they were able to re-work the original map to suit the new country.
Throughout the panel, the panelists would call on the audience to guess the map. One map, which fans immediately recognized as Nuketown was not actually it. It was called Empty Nukes and Bunting explained that it was a map that let the designers experiment with new ideas. These original ideas will generate other ideas and will eventually lead somewhere new.
A map that looked similar to Castle was actually the War Museum, a clean, immaculate-looking shrine that was decorated with paintings, medals, and bronze statues. A video was shown to give the audience a tour of the map, which was ultimately never used.
Maps also undergo multiple name changes. Area 51 was changed so that they wouldn’t get sued, but other changes were made for more trivial reasons. Some maps had boring names and some names were changed based on the fact that the letter it started with was the same as too many other maps.
The next part of the panel highlighted some excellent user-created art that they were legally allowed to display. The panelists joked that with the creator, they knew that there would be plenty of beautiful art along with all horrible things that people come up with. They had to hire a full-time employee to monitor the creations.
During the Q&A portion of the panel Tasker was asked by a member of the audience to talk about the design process flow when it came to creating the maps. He talked about how it all starts with paper and that there needs to be a concept. Working on paper helps give them ideas and work out the flow of the map. There are some rules to adhere to, even though Tasker pointed out that some were made to be broken. For example, when a player walks into an area the exit should always be visible. Maps should also be designed where players will eventually collide into one another. Part of the process is to also to “play the hell of the maps,” said Tasker. The team gets together daily to see if it works and if it’s fun.
Another question asked about the development of the modes in the game, and Bunting described that it was very similar to the maps process, where they start with an idea and then the design team will spec it out. Engineers will build a quick and dirty prototype that allows the team to playtest the mode. Conserva added that, “You’ll know right away if you get something good or not.”
Quote: “The point here is that ideas generate other ideas. Sometimes you’ll have to let somebody not do what they’re supposed to do because it leads you somewhere else.”–Dan Bunting on playing with new ideas when it comes to designing maps.
Takeaway: A lot of time and research goes into a single map and they don’t always end up in the game or even in future DLC. However, it’s not uncommon to take what’s been created and work to change the environment to reflect an entirely different location. The process isn’t easy and is time-consuming, but it is possible.