lunes, 30 de noviembre de 2009

juega gratis online - free games online: the Battle for Wesnoth thread

In the turn-based strategy world, few games are as vast as Battle for Wesnoth [App Store]. Originally released as an open source project in 2003, Wesnoth has collected a massive following of fans that contribute to the code base, create new art and sound assets, and/or write the campaigns themselves.

The computer game is a free download, and will run on Windows, OSX, Linux, and several other more obscure operating systems like the AmigaOS4 and OpenSolaris. Its system requirements are modest enough that the game will run on nearly any computer made in the last five years, and because of this Wesnoth seems to be a favorite among netbook gamers.

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Kyle Poole, along with the support of countless fans, decided to take on the massive task of bringing Wesnoth to the iPhone. After months and months of work, Battle for Wesnoth is finally available for turn based strategy fanatics on the App Store. If you look at the game strictly with regard to its faithfulness as a port, it's absolutely phenomenal.

Nearly everything from the original has been preserved on the iPhone, and instead of just simply one or even two campaigns like most similar games, Wesnoth's initial release comes with 14. These 14 campaigns consist of nearly 200 individual scenarios which will provide hundreds of hours of playtime as you wage war in the mystical land of Wesnoth with multiple different battle locales, races, factions, and classes.

Like most turn based strategy games, utilizing your units intelligently along with taking advantage of the benefits offered by different types of terrain is key in winning any battle. These terrain types work exactly as you would expect– For instance, units attacking from forests are harder to retaliate against than units standing on open ground. I could go on detailing the various parts of the game, but they've already done that and then some on the Battle for Wesnoth wiki which I really recommend checking out before either downloading the free computer game or the iPhone version.

691963_5Unfortunately, while the game is a fabulous port of the original, not many concessions were made in its first release to make it a good fit for the iPhone. Most of the UI elements seem to be taken straight out of the PC version, with buttons and widgets that are often far too small to comfortably or accurately hit. Also, the different campaign levels themselves can take upwards of 30 minutes and needing to take a single phone call means losing all your progress since the last time you manually saved your game.

Normally these kind of things would really make me think twice before getting involved in an iPhone game that seems to forget that many people will be playing it on their phone, as interruptions will likely be unavoidable. Not only that, but reports of game performance on previous-generation devices have ranged from decent to unplayable.

Wesnoth's saving grace that has me on the verge of disregarding many of its flaws is its amazing implementation of multiplayer. Not only can you play online, but you can also play against the desktop version of Wesnoth. iPhone games with online multiplayer are few and far between. But iPhone games that not only have online multiplayer but also complete cross-platform compatibility are a rare find indeed.

Developer Kyle Pool is actively participating in the Battle for Wesnoth thread and plans to release an update soon addressing most of the issues mentioned above along with other complaints of forum members. Largely because of the spotty performance on devices other than the 3rd generation iPod Touch and iPhone 3GS, it is probably a good idea to hold off on buying Battle for Wesnoth until these issues are ironed out and the update is released.

If you're willing to put up with these issues to play the game now, your perseverance should be rewarded with the most in-depth turn based strategy game available for the iPhone. If this is your genre, Battle for Wesnoth really is a game that you must experience, if not on your iPhone then on your computer.

domingo, 29 de noviembre de 2009

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Twin Sector Demo #2

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Twin Sector takes place in a post-apocalyptic future where the remains of mankind have been put to artificial sleep in cryogenic

jueves, 26 de noviembre de 2009

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New Super Mario Bros. Wii review: impressive, and then some

New Super Mario Bros. Wii is one of those games that will leave you disappointed after the first level, slightly happy after the first world, and then you'll be stuck with a huge grin on your face after blasting through the game with three friends. This is a magical game, made even more impressive by how rote it may seem at first. Keep playing, however, and you'll see just how much this title offers.

One of the more impressive feats the game pulls off is offering level design that is perfectly fine to play with a single player, but also benefits from having multiple people on the screen at once. If you're a loner, this is still some of the best 2D platforming you can find on the market. If you have three friends who you love/hate... be prepared for something altogether different.

Title New Super Mario Bros. Wii
Developer Nintendo
Publisher Nintendo
Price $49.99 Shop.Ars
Platform Wii

This is classic Mario in every sense of the word; you'll find enemies and situations from almost all the past games, and since you can play the game with two buttons, anyone can pick up a a controller and participate. The one addition to the controls is the ability to pick up players and items by holding a button and shaking the Wiimote, and this is much less annoying than it sounds. Giving the Wiimote a quick shake will also cause your character to do a spin-jump, which flings projectiles to both sides of your character if you have a fire or ice flower. In some sections you'll be asked to tilt to the Wiimote left or right to move a platform or to control a spotlight, but the gimmick is never overused.

The additions to the core gameplay are slight, but add an extra layer of complexity to the proceedings. The propeller suit allows you to fly to great heights and then gently return to Earth. The penguin suit gives you the ability to freeze enemies and to slide along levels on your belly. It also allows you to swim with ease. The new flower also gives you the ability to freeze baddies, and the blocks of ice that result from your ice blasts can be used as stepping stones, picked up and thrown, or simply walked past.

Are you already angry?

All this may sound like incremental improvements, but each new gameplay tweak is used to great effect in the levels themselves. You'll find spinning platforms, tricky jumps, and a myriad of secondary challenges in each level. You'll be looking for the three big coins, you'll be able to find multiple exits in some stages, you'll be asked to collect eight strategically placed red coins before the time runs out... each level features an incredible amount of replay value.

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And playing with four people may seem cumbersome at first, but it may actually be easier because of how the game is set up. As long as someone has lives left, play continues, and when someone does die they float back on the screen until someone pops their bubble and brings them back into active participation. At any point you can hit the A button and enter a floating bubble, allowing more talented players to finish a tricky section before bringing you back into play. You can jump on each other's heads to grab hard-to-reach coins and items.

It takes some getting used to, and the running commentary of grievances from the other players is one of the biggest draws of the game. You can hit a block and take every mushroom, for instance. If you get mad at someone you can pick them up and throw them at a piranha plant. The game allows you to slide along walls and jump off them—just like New Super Mario Bros. on the DS—which can lead to some amazing saves and near-death experiences. The constant interaction with the other players and the friction between the times when you help others and accidentally hinder their progress provides many, many laughs.

You can run through the levels quickly, you can stop and find every hidden secret and item. You can try to play the game without losing any lives, or you can see how many times you can kill the other players. You can play this game in a few different ways depending on your play style, and the levels reward thought and practice. There are surprises, secrets, new ideas, and anachronisms spread throughout the entire experience.

Everyone is invited

This is a game designed to be played with your wife or husband, with your sons or daughters, with your mother or your father. If you die enough times in a level you'll be able to activate the "Super Guide" which plays the level for you, allowing you to see what comes next. You can also join in the action at any point in the computer's playthrough of the level if you're stuck at a single point. If you think this option is cheap, the solution is simple: don't use it.

If you run out of lives you can simply continue, although the game does keep track of how many of these you use. In my time with the game we began to keep tabs on who was dying and how many times; using the most continues became somewhat of a sick badge of pride.

You can also spend coins to unlock videos that show you secrets or show off incredible runs through the levels. There is a competitive mode to see who can collect the most coins in select levels. Extra lives are easy to find, but also easy to cut through during tricky sections of the game.

It's not easy to describe the pleasures of the game without handing you a controller and inviting you over, but rest assured: the old magic is still there. The levels are delightful, and you'll find many things in unexpected places. This is a title that blurs the line between casual and hardcore players very successfully, to the point where each may feel like the target audience.

It's not perfect

Still, not having online play in the game is a missed opportunity, especially considering how fun multiplayer is and the challenges of getting four players together in one place if your friends are scattered over a large area. This game is amazing as it stands, but with full voice chat and online support it would have been even better.

I also expect to see many fan-made videos of players mastering a level and showing off their prowess. Even with three other players of varying skill levels playing with me, we routinely were impressed by what the other players were doing and a nice move or quick save was always rewarded by some applause or appreciative whistles. Being able to record and share those videos would have added a large community-based aspect to the game. Creating a Channel for speed runs or other moments captured in games would have been great, but as it stands you'll see many videos made by pointing a camera at a screen.

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This is also an incredibly conservative game. Nintendo added a few very well-designed suits and gimmicks to the gameplay, but overall this is the same Mario gameplay you know and love, with all-new levels. It's fun seeing the many references to past games, and the multiplayer is innovative, but this doesn't really push the world of Mario very hard or in very many new directions.

A new 2D Mario game is always big news, and while comments on our stories about the game may be filled with people who take great pains to explain how they just don't get it... this is going to be a huge game. It will satisfy hardcore fans of the series, it will introduce new fans to a classical style of play, and you'll be surprised by how much you can do in the levels with a little practice and skill. Watching a new player and an experienced gamer playing the game is eye-opening; there is actual technique and art to using the items and bouncing off enemies to get just a little higher. The levels may seem perfectly linear, but once you get good you'll realize each one is nothing less than a complete playground to explore and to test your skills.

Your first impression may be that this is another safe release in an established series, but once you've given a few hours to playing with friends, and have seen the happy chaos that results, you'll realize that playing it safe may have been a good bet. It's not most graphically impressive game out there, but the level design is impeccable and the surprises will keep you smiling. Expect this to hit the top of the sales charts, and stay there for a long, long time.

domingo, 22 de noviembre de 2009

juega gratis online - play free online The events of S.T.A.L.K.E.R.: Call of Pripyat unfold shortly after the end of S.T.A.L.K.E.R


The events of S.T.A.L.K.E.R.: Call of Pripyat unfold shortly after the end of S.T.A.L.K.E.R.: Shadow of Chernobyl. Having discovered the open path to the Zone's center, the government decides to stage a large-scale operation to take control of the Chernobyl nuclear plant. According to the operation's plan, the first military group is to conduct an air scouting of the territory to map the anomalous fields. Thereafter, making use of the maps, the main military forces are to be dispatched. Despite thorough preparations, the operation fails. Most of the advance helicopters crash. In order to collect information on the reasons for the operation's failure, Ukraine's Security Service send their agent into the Zone. From now on everything depends on the player. Code: Developer....: GSC Game World Genre..: Sci-Fi First-Person Shooter Release Date.: 02 10 2009 Street Date..: Q1 2010 The events of S.T.A.L.K.E.R.: Call of Pripyat unfold shortlyafter the end of S.T.A.L.K.E.R.: Shadow of Chernobyl. Having discovered the open path to the Zone's center, the government decides to stage a large-scale operation to take control of the Chernobyl nuclear plant . According to the operation's plan, the first military group is to conduct an air scouting of the territory to map the anomalous fields. Thereafter, making use of the maps, the main military forces are to be dispatched. Despite thorough preparations, the operation fails. Most of the advance helicopters crash. In order to collect information on the reasons for the operation's failure, Ukraine'sSecurity Service send their agent into the Zone. From now on everything depends on the player. Information Q: What the hell is this? A: This is Russian release, cracked by TRiViUM, with pre-copied english translation files. NOTE! We tested this on Windows XP/7 - x86/x64. Instructions : 1. Unpack 2. Install the game using the setup provided. 3. Play! 4. Talk ~love~ about this, ~censored~ around or enjoy and play until the EU/US version comes out. System Requirements : Minimum System Requirements: * Intel Pentium 4 2.0 Ghz / AMD XP 2200+ * 512 MB RAM * 128 MB DirectX 8.0 compatible card / nVIDIA GeForce 5700 / ATI Radeon 9600 Recommended System Requirements: * Intel Core 2 Duo E7400 / AMD 64 X2 5600+ * 2 GB RAM Download :
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jueves, 19 de noviembre de 2009

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juega gratis online - play free online Assassin’s Creed II

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You can’t see me. I’m there in the shadows, crouched down on the roof above you, dangling on the ledge below you. Maybe you know I’m nearby. Maybe you’re afraid for your life. You should be. Because by the time you realize where I am, you’ll be dead.

That’s the promise of Assassin’s Creed, a promise the original 2007 game failed to keep in nearly every way.

Assassin’s Creed II, released Tuesday for Xbox 360 and PlayStation 3 (reviewed), totally fulfills that promise. The sequel is as vibrant as the first game was repetitive, as compelling as the original was boring. The gameplay is rich and varied, blending assassinations with puzzles, acrobatics and stealth. It has a fantastic original story and setting — a tale of family, conspiracy and betrayal in 15th-century Italy. Assassin’s Creed II finally delivers everything the original promised and then some.



You spend most of your time in the Mature-rated Assassin’s Creed II playing Ezio Auditore da Firenze, a young Florentine nobleman with a penchant for getting in trouble. Unlike Altaïr, protagonist of the first game, Ezio doesn’t start out as a professional assassin who went to assassin school or anything. He’s just some guy who enjoys getting into scrapes.

This everyman approach really helps the story, because before you’re asked to buy in to Assassin’s Creed II’s convoluted conspiracy theories and secret Knights Templar plots, you’re actually caring about this family. It’s a much more human tale than in the original, and that works to the game’s great benefit. In general, the story is told much better this time around — the cinema scenes are more fun to watch, the script is tight and occasionally hilarious.

Even your assassination targets are more human this time around. It’s more meaningful when you sneak up behind someone and knife them in the spinal cord if you truly hate their odious personality first.

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Luckily for Ezio when he reaches the city of Venice, he can swim. And jack gondolas.
Images courtesy Ubisoft

But it actually wasn’t the people of Assassin’s Creed II that hooked me. It was the place. The vast majority of the game takes place in four large Italian cities painstakingly modeled after Florence, San Gimignano, Forli and finally, Venice. Exploring these cities, mostly by way of running across rooftops and climbing up massive towers, was a joy. It was always fun to see what was hiding around the next corner; each new viewpoint revealed stunning new aspects as the city spread before me.

The music of Assassin’s Creed II is paramount to this experience. Whether listening to a quiet choir as I scaled a tower or hearing soft but up-tempo tinkling piano as I skipped across the tiles of a roof, I found the dynamic soundtrack keeping up with me, its intensity varying with my actions. (Hear a bit in the YouTube clip embedded right.)

Every element of the presentation in Assassin’s Creed II drew me further and further into the fantasy.

Great new gameplay

None of this would matter much, however, if the gameplay stayed the same as in the first game. But Assassin’s Creed II doesn’t just improve on the original — it starts over from scratch. The city missions now are much more varied, challenging and integrated with the narrative. Ezio doesn’t just go out pick-pocketing or eavesdropping for information; his missions are lengthier affairs that engage many of his talents simultaneously.

The controls for Ezio aren’t much different from those for Altaïr, the chief assassin from the last game. Running, jumping and climbing are all handled nearly automatically — you hold the right trigger down and run in the direction you want to go, and your assassin will start automagically navigating any obstacle in his path. The challenge isn’t in timing your moves with precision, it’s in scanning the area around you and locating a path that will carry you safely to your destination.

The gameplay is truly addictive because it keeps dangling carrots in your face, urging you to play just a bit more. In fact, it’s not just carrots but a whole cornucopia of root vegetables: Want to do a story mission? If not, how about carrying out a contract hit? Or engaging in a rooftop race, finding a hidden MacGuffin or climbing to another magnificent viewpoint? Your options are wide open, and more often than not I chose “all of the above” until it was 2 in the morning.

I’d be remiss if I didn’t mention the story that’s laid over Assassin’s Creed II’s main gameplay. You’re not a 15th-century Italian assassin; you’re actually a 21st-century American assassin playing a computer simulation of a 15th-century Italian assassin.

This was also true of the first Creed but didn’t affect the gameplay much. In this version, though, someone in the modern world has hacked the simulation, and one of the main mission types involves hunting down the little love notes he’s left you, which come in the form of puzzles that give you clues to the overarching story that connects the games in the series.

caption this is

In one mission, you will pilot a flying machine designed by your pal, a young Leonardo Da Vinci.
Images courtesy Ubisoft

These puzzles add even more variety to the gameplay. Another way Assassin’s Creed II does this is with Assassin’s Tombs, six indoor levels that hide some important artifacts. These are linear, Prince of Persia-style levels that challenge you to use your free-running skills with pinpoint precision, a type of challenge the first game sorely lacked.

While these segments are welcome additions to the game design, the parkour controls don’t quite work in this context — it’s easy to fall off if you don’t put the brakes on Ezio at the last second, or if you’re not pointing him quite the right way.

This gets more complicated when the game introduces a new timing-based climbing mechanic that lets you leap up walls. Climbing is easy before you learn this and difficult after, not because the timing is hard but because the button that causes you to let go and fall to your death also serves as the button that lets you catch the wall above you, and there aren’t enough contextual clues to let you know which is going to happen.

What really makes Assassin’s Creed II work is that the assassination missions are much better. Staying undetected is easier since you can formulate better strategies to blend in with crowds, take back entrances and keep out of guards’ way. There’s more incentive to learn how to stay out of sight, because some missions end if you’re discovered.

Considering its genre, Assassin’s Creed II is a long game — it took me about 20 hours. But it never felt like too much: The gameplay grew and evolved as things progressed, avoiding becoming too repetitive as things drew to a close.

If you agreed with me about the first game, know that every problem has been fixed and then some. I simply could not stop playing. Assassin’s Creed II feels like Crackdown: Renaissance Edition. The first Assassin’s Creed had a bold, brilliant concept; the sequel delivers the execution.

WIRED Gripping story, beautiful presentation, addictive gameplay.

TIRED Imperfect controls can introduce pockets of frustration.

$60, Ubisoft

lunes, 16 de noviembre de 2009

juegos - games: The first games created for the newest Zune are arriving today

The first games created for the newest Zune are arriving today, and you can pick up all six of them--including a new Project Gotham game, for free!

From left- PGR: Ferrari Edition, Vans SK8, Audiosurf Tilt, & Lucky Lanes Bowling

From left- PGR: Ferrari Edition, Vans SK8, Audiosurf Tilt, & Lucky Lanes Bowling

Earlier today, Microsoft released the first six Zune HD games, some of which are shown above, and all of which are detailed on the official Zune site. While these aren't the first games to appear on the Zune platform--Hexic and Texas Hold 'Em were among the handful of games to appear on previous iterations of the device--these are the first to be created for the Zune HD's more powerful hardware.

The new games include a portable version of the Xbox's popular Project Gotham Racing franchise, a 3D skating game, as well as Audiosurf-- a music-interpreting game that previously was released on the PC.

Engadget has previously noted that the Zune's games and apps (soon to include Facebook and Twitter) are all developed in-house. While that may not allow for a full marketplace like the iPhone's, it may help when it comes to creating cross-platform games with the Xbox 360. Hopefully.

sábado, 14 de noviembre de 2009

juegos - games: Trine PS3 review

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For many gamers who grew up with the gaming boom of the late ’80s/early ’90s, the long, slow demise of the platforming genre has been sad to watch, like a neglected childhood pet wasting away. However, with the rise of independant downloadable games the 2D side of the genre has had something of a renaissance, providing some of the most innovative and charming games of the last few years.

Trine is one such example. It’s like the amalgamation between the physics-heavy game world of LittleBigPlanet, the beautiful presentation and sometimes devious level designs of Bionic Commando Rearmed, the three-character dynamic which drives quiet classic The Lost Vikings and the fantastical fairytale world of Folklore.

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You play the role of three reluctant ‘heroes’; thief Zoya, desperate to escape the situation, she is the most agile, sports a bow and has a grappling hook; Pontius the knight, determined to prove himself and specialist in attack and defence; and wizard Amadeus, an unprofessional wanton layabout who is able to conjure items from thin air. After a fateful meeting in an abandoned treasury their souls are bound by an artifact called the Trine, and they must venture across the cursed lands, make their way past unnatural skeletal hordes and find a way to undo the Trine’s hold.

Levels are designed in such a way to ensure all three characters’ abilities are ideally needed to get through unscathed. After their brief introductions, each character can be instantly selected with a tap of L1 or R1 and when a character meets their demise the other two can then be chosen before reaching a checkpoint and the fallen character returns. The real beauty is that levels can generally be completed by whatever means the gamer chooses - ledges can be reached by Zoya’s grappling hook and deft jumping abilities, or perhaps using Amadeus to build a small tower and lay planks across the top. Generally speaking Pontius isn’t so good at precise navigation or reaching inaccessible areas, but he’s heavier than the other two and has a propensity for smashing objects, which can come in very handy in finding secrets.

Much of the gameplay is built around its dependancy on physics - turning a giant platform to reach a high ledge, counter-balancing boxes on a huge set of scales, or just smashing a huge stone fist through a precariously unstable wall. None of the environmental puzzles are particularly taxing and there is a little too much reliance on pressure-plates, but some of the level design later in the game is devious, requiring precision jumping, fast reactions and switching between characters. In particular, the last couple of levels are superb, and while the game definitely ends on a high it’s a bit of a shame it waits so long to show its best hand.

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Two players can play at the same time which is a huge asset, and definitely increases the game’s appeal. Sharing the same screen, two of the three characters are used and the third can be chosen at any time. This makes navigating levels far easier, and allows, for example, Amadeus to levitate a box while his partner stands on it, or Zoya to fight the undead from afar if Pontius is struggling. Trine is a game that is ideal to play both solo or with a friend, and in this regard the only possible criticism could be that it would be really nice to have online co-op too.

Some depth is to be found in items that can be discovered and allocated to each character - some are specific, such as reduced magic consumption upon casting spells, while others are more general, such as resurrecting a character with a little health upon death. Using and assigning these items lends a slight sense of micro-management, and they are unlocked in hidden areas through the game which can then be used when replaying levels to collect all pick-ups and defeat all enemies. Experience is gained from certain enemies and green vials stowed in hard-to-reach places, which allow the three characters to increase their skills or level up their weapons. There’s a nice sense of progression and it encourages thorough exploration and combat against the relentless skeletal foes.

Trine boasts superb presentation. The visuals are beautiful and have a real sense of fairytale charm and depth to them, and the voiceovers are very good, although Pontius’s is a little overstated. The narrator is the real star of the show though; reading as though in front of the fireplace to his enthusiastic grandchild, with just the right measures of wonder, exagerration and enthusiasm - between each level he provides plot abridgement and outlays the trio’s path on a map, similar to Sega classic Golden Axe. It’s all accompanied by a marvellous main theme tune and subtle, effective and understated level music.

screenshot

In the run-up to its release, perhaps the biggest talking point surrounding Trine was its price. At £16 (or $20) it’s more costly than almost all PSN games and its value is subjective, but it offers 15 levels of consistently high quality, most of which will take maybe 15-20 minutes each to complete, difficulty depending. It’s a game that gently encourages re-playing, and it’s all wrapped in a level of presentation and charm that feels like so much more than a typical downloadable game. It also has a reasonably achievable Platinum trophy, so there’s a lot of percieved value and opportunity to re-play.

Trine is one of the most playable and likeable downloadable ‘full’ games of the last few years. It doesn’t really do a great deal wrong; some will have issue with the price and it’s more of a slick combination of ideas from fellow platformers rather than anything particularly original, but wrapped up such first-class presentation, sporting a nice character dynamic and portraying such a dreamlike, charming folklore world, it’s one of the most enjoyable and memorable platform games of the last few years.

viernes, 13 de noviembre de 2009

juegos - games: Electronic Arts will acquire closely held Playfish, which makes games for Facebook

Electronic Arts will acquire closely held Playfish, which makes games for Facebook, for at least $300 million, signaling an attempt by the world's second-largest videogame publisher to benefit from the growing social-networking industry.

EA will pay $275 million in cash and $25 million in so-called equity-retention agreements for London-based Playfish, which will become part of EA Interactive, the publisher said in a statement today. EA might pay as much an additional $100 million if certain performance milestones are met by the end of 2011.

“Social gaming, with its emphasis on friends and community, is seeing tremendous growth, and this is the right time to invest to strengthen our participation in this space,” said Barry Cottle, senior VP and general manager of EA Interactive.

The company will report fiscal second-quarter earnings later today.

Playfish, whose 10 titles include Pet Society and Restaurant City, has more than 60 million active users playing more than 1 billion sessions every month. The company also has published games for MySpace and Bebo as well as for Apple's iPhone.

Studios have been adding Facebook access to a number of Blu-ray Disc titles, including Warner Home Video's Watchmen.

Facebook in September attracted 31.2 million users, up 29% from 24.2 million users in August, according to ComScore.

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lunes, 9 de noviembre de 2009

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FishVille Offline and Zynga Takes its Offer Providers Offline




Zynga, the largest Facebook game developer and one of the largest on MySpace, has taken offers out of all of its games — a reaction to the appearance of scammy offers within Zynga’s new game, FishVille.

This is the latest blow to offer companies in social gaming. Zynga “has not been able to control the ad content as it is managed by the offer companies that we work with,” chief executive Mark Pincus wrote on his blog today. The company has previously said it works with six offer providers, with offers making up around a third of its revenue overall.

Facebook FishVille

“[We] are removing all CPA offers across Zynga games until we can control their inclusion and presentation ourselves,” he says. ” This will be effective by end of day today. This move is worth it for the long-term user experience and value to our partners like facebook and myspace.”

Zynga launched FishVille last Friday, and when we covered it we noted the presence of mobile offers. The ones we saw looked legitimate, but TechCrunch found some that weren’t. Offer provider DoubleDing said it had included these offers by mistake. But the mistake came at a terrible time, as much of the industry has been already tarnished by the presence of scammy offers in games.

The result is that Facebook has taken FishVille offline. While Zynga has been running these offers in its games for many months, it is no surprise to see the company decide to take all its offer providers offline now. More, from Pincus:

Yesterday’s mobile offer issue was particularly painful as we had helped fund DoubleDing earlier this year in the hopes of cleaning up the space and raising the bar on user experience. We intend to influence them and others to improve their ad content and be long-term focused for the success of the social gaming and social networking industries.

domingo, 8 de noviembre de 2009

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