14 Jumps
LittleBigPlanet early copies unboxed
Posted Jun 29, 2008 at 12:46PM by Enrico S.
Listed in:
MMORPG
Tags:
Funcom,
Under the Radar
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The undocumented patch notes for the June 26 Age of Conan: Hyborian Adventures are now out. For those who want to find out what other changes Funcom made to the game, head on over to the full article for more information. |
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Posted Jan 24, 2007 at 08:17AM by Tim Y.
Listed in:
PlayStation 3,
Xbox 360
Tags:
Edge of Reality,
Under the Radar
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Edge of Reality has been flying under the radar recently regarding their Cipher Complex title, even as they provided occasional snippets of info just to keep us perked. Now, with 2007 just starting up, they're stoking our adrenaline meters again as creative director Thomas Coles steps into the light for more details regarding the game. In a word, expect the game to be gritty - with none of the stylized, clean-cut kills we've grown accustomed to in titles like MGS or Splinter Cell. Then there's the pacing. When we talk stealth, it's often implied that we simply wait it out in the shadows, just biding our time until we can strike. Given Cipher's use of the adrenaline meter, expect a far more aggressive take on stealth, with players actively hunting down their targets under the cover of shadow. Fair enough - we never did like the idea of out-waiting the other guy, and real-life Special Ops teams do utilize a high degree of brutality in quiet take-downs. Think of how predators hunt - aggressively stalking before the kill - which definitely beats waiting under a cardboard box. Up ahead is the full interview with Mr. Coles, which covers more info on James Sullivan, the "adrenaline meter," and a host of other topics we're sure most of you will be interested in. 1. Just how far back has Edge of Reality's dev team been working on this project? We’ve been working directly on the game for almost two years now, but really, the technology within the game we’ve been working with and molding over the last 9 years. 2. In relation to question 1, was there any particular event that sparked this title's conception? Everyone here enjoys military games, but for the most part we just weren’t getting everything we hoped for in the current games, which was what really got us started on Cipher. We’ve developed a lot of games from the ground up, but this is the first game where we were able to take an original idea of our own and flesh it out. Overall I think it was a combination of the fact thatwe’ve been looking to move towards working on our own IP and when we decided on this genre and the eventual storyline we knew it was a go. It was really a case of good timing for both the development team and Edge of Reality as a company, plus its something we all really believe in. The full Q&A awaits after this jump! |
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Posted Dec 11, 2006 at 02:38AM by Ian C.
Listed in:
Nintendo DS,
Wii,
PlayStation 3,
Xbox 360,
MMORPG,
Games for Windows
Tags:
Sony,
Texas,
Near Death Studios,
Emergent,
Under the Radar,
Brian Green
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Project Horseshoe, a think tank dedicated to solving the industry wide problems plaguing modern game-design met for the first time last month. George Singer, the founder of the first annual three-day event says that it was a gathering of "30 of the industry's most vibrant, eclectic, accomplished, opinionated, and talented folks." The event was held last Nov 2-5 and it set to identify workable solutions for what stops effective game design from happening. Despite the event having managed to fly under the radar, probably due to the fact that it was held at the Canyon of the Eagles in Lake Buchanan, Texas, the event's attendees declared it as a resounding success and plan to continue the work they began at the invitation only conference. Mike Steele, VP at Calabasas, Ca.-based Emergent Game Technologies had this to say about the event: "We're talking about information on everything from cryptology to real-time photo-realistic rendering to artificial intelligence to databases -- all the big, hard problems addressed in one small space." One of the major topics of discussion was how developers might convince publishers to take risks and fund games that aren't easily categorized. David Warhol, president of El Segundo had this to say: Everyone recognizes that games like 'Katamari Damacy,' that contain tremendously innovative gameplay mechanics, ought to interest publishers. But all that publishers seem to be looking for is the next sports game or the next first-person shooter. They're all afraid that they're not going to recoup their investment if they back something that's on the fringe. Other topics recommended for discussion by members for future discussion include:
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Posted Nov 23, 2006 at 02:46PM by Alaric S.
Listed in:
Mobile
Tags:
Under the Radar,
Greystripe,
Michael Chang
Page 1
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Greystripe, the first company to launch an advertising network featuring free, ad-supported full-screen in-game mobile games, was the obvious darling of the night at this year's Under the Radar Mobility Conference. The company won Best in Show Overall award for its free game distribution portal, Gamejump.com. Greystripe won the coveted award by beating off over 32 other emerging startups in the mobile sector. "It’s an honor to win such sweeping approval from our industry at the Under the Radar event. It shows that we’re moving in the right direction in offering ad-supported mobile games and applications," said Michael Chang, founder and CEO of Greystripe. "We’ve created a model where all the players in the mobile value chain win – game developers, advertisers, and consumers." In addition to Best in Show Overall Greystripe also won the following (and no, we didn't make them up):
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Project Horseshoe, a think tank dedicated to solving the industry wide problems plaguing 



