|
|
|
|
| |
Analysis: Pachter Suggests, Sony Rebuts On Xbox 360 Price Cuts [09.05.08] Analyst Michael Pachter tells Gamasutra that a potentially supply-constrained Wii and a widening price gulf between Xbox 360 and PlayStation 3 might give Microsoft a 20 percent sales boost for the holiday season -- but Sony's Julie Han asks us: "How sustainable is that in the long term?"
Square Enix Withdraws Tecmo Bid, Hints At Other Acquisitions [09.05.08] Following Tecmo’s announcement that it is seeking a merger with fellow Japanese publisher Koei, Square Enix formally withdrew its friendly takeover offer -- but hints at continued interest in other acquisitions, both at home and abroad.
Gibeau Updates On EA Los Angeles: 'We Have Very High Expectations' [09.05.08] Gamasutra quizzed EA Games president Frank Gibeau on the past and future of EALA (Medal Of Honor Airborne, Boom Blox), as he admits that the Medal Of Honor franchise has "been bumpy" at the studio, but maintains: "We're very confident in EALA... if we weren't, we'd do something different."
|
|   |
Lara Croft's Legacy: Moving Tomb Raider Forward [09.05.08] Crystal Dynamics creative director Eric Lindstrom talks the challenges and joys of designing Lara's next steps forward in Tomb Raider: Underworld -- part renewal, part return to form?
Revitalizing a Heritage: The Writing of Fallout 3 [09.04.08] As lead designer and writer of Fallout 3, Bethesda's Emil Pagliarulo is in a unique position to craft the game's style -- and he talks in-depth to Gamasutra about designing the much-awaited title.
The Whimsy Of Domain-Specific Languages [09.03.08] Neversoft co-founder Mick West explores making your own mini-languages for games by creating Whimsy, a graphical DSL based on the abstract paintings of Parappa creator Rodney Alan Greenblat.
|
|

Vicious Engine Used For WiiWare Exclusive Critter Round Up
Creators Vicious Cycle Software have announced that the studio's Vicious Engine has been chosen by Epicenter Studios for Critter Round-Up, its recently released WiiWare exclusive action puzzler.
Built on the foundation of Vicious Cycle's internal games development, the Vicious Engine is a product of the experience gained while developing interactive video game titles, including Robotech: Battlecry, Robotech: Invasion, and Spy Vs Spy.
The Vicious Engine, used for both short and long production cycles, was built with accessibility in mind, according to the firm. Artists, designers and engineers will be able to use the tools on a daily basis to collaborate on a game's development.
The engine and editor suite comes with everything required to build and ship games, including a point and click scripting system, a competitive graphics engine, online multiplayer support, and built in collision and physics solutions.
Released in North America in mid-May, the game was the only North American-developed WiiWare title to launch with the WiiWare service when it debuted in Japan.
Said Epicenter CCO Bryan Jury, "The flexibility and power of the Vicious Engine made it easy to work within the framework of WiiWare, allowing us to focus on creating a bright and entertaining game. The engine’s straightforward translation process made localizing the game for Japan quick and easy."
POSTED: 09.26AM PST, 05/29/08 - Brandon Boyer - LINK
Related news:
Frozen Codebase Signs Multi-Title Vicious Engine Deal
Frozen Codebase Chooses Vicious Engine For XBLA Title
Vicious Cycle To Donate Middleware For Student Use
|
Comments
Login to Comment