Tagged: Wii U Toggle Comment Threads | Keyboard Shortcuts

  • jhonnythizzlam 1:12 am on September 4, 2011 Permalink | Reply
    Tags: , , , bike marathon, , , , , , , , , , make a wish, make a wish foundation, , , , , , , , , , , , , , , Wii U, , , , ,   

    Blorp Makes A Wish For You To Donate To Make A Wish 

    The bros from Blorp are hosting a live gaming marathon over at LiveStream where they will be staying up playing difficult nes/snes/PS3  games for hours on end to raise money for the Make A Wish Foundation. Thats not all! Raising this money will help one of the awesome members from Blorp to be able to ride in Make A Wishes 48 Hour Ride For Wishes bike marathon. So help out and watch or even donate as this awesome crew of gamers fight alongside Silver Surfers, bounty hunters and other memorable 8Bit Super Heroes to save the world from mass destruction and help the kids through Make A Wish. Head over to the live stream and click on the links below. you can donate through the link below or the one from their LiveStream channel where I got the link from.



                                                                                                                                                                                         Much Love JT

  • filthyviewwhore 4:38 am on August 26, 2011 Permalink | Reply
    Tags: , , Adam Saltsman, , , Canabalt, Civilization IV, Dragon Age: Legends, Future of Game Design, , GDC 2012, , , , , , , , , , , , , , , , , Soren Johnson, , , Wii U, , , ,   

    Unexplored Realms of Game Design 

    Why must I live on the East Coast?? And be broke. 😦

    In an attempt to inspire submissions for the 2012 GDC call for papers, GDC’s advisory board members for the Game Design track spoke on the biggest challenges that face game designers and outlined what they hope to see on March 2012 in San Francisco.

    The creator of Canabalt and independent designer, Adam Saltsman, along with Dragon Age: Legends and Civilization IV designer, Soren Johnson, came together to discuss some of today’s often-overlooked areas of game design, along with some some notable innovations and rising trends as part of their mission to encourage all of you to submit ideas for the 2012 GDC Main Conference.

    These industry veterans and advisory board members will be joined alongside colleagues like Clint Hocking (LucasArts) and Mark Cerny (Cerny Games) to oversee the event’s Game Design track and ensure all of its sessions stay true to the massively high bar of quality and relevance that GDC attendees, and journalists/editors/entities of awesome such as myself, have come to expect.

    ACT FAST, because the deadline on “the call for papers” is September 6th; here’s a list of Game Design-specific topics. Gamasutra sat down with Adam Saltsman and Soren Johnson to discuss key issues that they would like to see pointed out at next March’s show.

    What are some key games from the past year or so that have impressed you with their new approaches to design – and why?

    Adam Saltsman:Amnesia: Dark Descent and Bit Pilot are very interesting games. These are fairly hardcore horror and arcade games respectively, but neither game allows you to attack. Instead, your goal is to hide, avoid, and survive. For me this is a really welcome and interesting break from aiming and shooting games, but without sacrificing any of the awesomeness one might expect from a survival horror game or an arena shooter.

    Soren Johnson: I was very impressed by Magicka‘s concept — letting players cast spells by simply combing simple elements such as fire, water, electricity, arcane energy, and so on. This system encourages a sense of discovery absent from so many games; I loved trying out certain combinations just to see what would happen. That the game often supported my assumptions and guesses made the world feel alive. Allowing play based on intuition from existing knowledge instead of memorization of invented lore is always a big advantage.

    The other development that stands out to me is how the best small-scale, indie games, like Frozen SynapseBastionAtom Zombie SmasherHOARD, etcetera, are creatively outpacing games from the big publishers simply because they can take risks and maintain their own vision. Many game genres and formats are simply not feasible for the big guys to make anymore, and this has surprisingly been great for the industry, because there are now so many gaps for the indies to fill.

    How do you think the rise of social games will influence design in other areas of the game biz? 

    Adam Saltsman: One positive outcome that I am looking forward to is the expansion of our audience. PopCap helped do this, and a few years later the Wii helped do it again. Social games are having that effect right now; I think it’s really great to have people that haven’t played video games in a decade or more playing games again. Not everyone that plays FarmVille is going to rush out and get a PS3 next week, but there is a basic literacy thing happening that is going to have a huge long-term effect.

    Soren Johnson: Social games are still so young that they are difficult to judge. To date, most of them turn the social interaction into a tax that helps the game spread virally instead of a benefit that makes the game much more compelling. The social games that make this leap will be the ones that move the format forward. Right now, the primary lesson for the rest of the industry is that players will nag their friends for whatever in-game bonuses we hand out — I’m not sure if that is a healthy path.

    A second lesson is that the size of an actual mainstream audience is far larger than we ever imagined, and their needs and interests diverge significantly from our traditional core audience. A final lesson is that a demand exists for “sporadic” games, which can be played in bite-sized chunks throughout the day, but which still have persistence and a multi-session arc. These games can appeal both to the mainstream audience as well as the traditional core users because they fit a hole in players’ schedule where persistent gaming did not previously fill.

    What sort of design challenges do you feel the industry has yet to overcome? 

    Adam Saltsman: This is a gross generalization, but I think if you look at The Sims and Call of Duty, the things in those games have been completely explored at this point. That leaves a lot of territory on the table. I think Heavy RainL.A. Noire, and Afrika are headed in some of the right directions. These games all have monumental flaws, but like Amnesia: Dark Descent, the driving force behind the games is not about domination and destruction. This isn’t exactly a new thing, by any means, and maybe this is the decade that adventure games finally make their triumphant return — or maybe not.

    I think chilled-out variety games like Pilot Wings and Wii Sports have secured a very healthy foothold in the space. And there will always be room for some games about exploding things with guns. But our chances at reaching this massive new audience and their budding, social-games-driven computer game literacy will be much better if we are willing to branch out and take some risks.

    Soren Johnson: The biggest design challenge is learning to match the fidelity of a game’s graphics with the depth of its mechanics. Many games are graphically rich but are mechanically barren, so players quickly discover that most of what they see is not real and has no consequence to their gameplay. Sometimes, the graphics even become a hindrance as players begin to understand the “real” game that lurks within and lose patience with the meaningless window dressing.

    Are there particular genres of game that you think are under-utilized and stand to see a lot of design innovation, if better explored? 

    Adam Saltsman: Chances are if it is already a genre, then it has been mined pretty heavily. I am certain there is still gold in any genre we could name, somewhere. But at some point the effort we have to put in to find it is going to outweigh the benefit of discovering it, especially when there are so many unexplored frontiers. I’m not sure which genres have crossed that threshold and which haven’t, but I’d venture that at least some of them are getting awfully close.

    Soren Johnson: Real-time strategy is heavily under-utilized. Obviously, there is a glut of RTS games, but it doesn’t take long to discover that they are all essentially the same game — harvest some resources, build a barracks, rush with tanks, and so on. The design space for real-time play occurring in real-time should be much broader — think of games like Railroad TycoonPopulous,SimCity, even M.U.L.E. Some developers have started to expand this space once more with games like Swords & SoldiersAtom Zombie SmasherAI War, and even Plants vs. Zombies, but it is sad that the letters “RTS” still only mean one thing.

    What subjects are you particularly excited to see covered in this year’s Game Design track? 

    Adam Saltsman: There’s something we’ve been talking about for a lot of the tracks, which is this idea of a “design walkthrough” or “design history.” The idea is that developers can select some part of their game that turned out especially good, but was very, very hard to develop. Then they’ll walk us through the different ways they tried to solve the problem, and the different obstacles they had to overcome. It’s different from a traditional postmortem, more focused, with more of a narrative. We have had a few amazing talks in the past that had this sort of structure, and I am very excited to see more developers taking this approach.

    As far as specific topics go, talks about deep multiplayer system design, especially competitive games, online or otherwise, are just something I am personally interested in at the moment. This is a really rich space and it’s always great to hear people talk about what they’re doing in it.

    Soren Johnson: I thought the most important talk at last year’s GDC was Ben Cousins on the post-launch development of Battlefield Heroes. Simply put, the team discovered there was a huge difference between what players said they were willing to buy and what they actually did buy. Much of microtransaction-based design is still shrouded in mystery, as few developers understand what actually works. I hope other successful teams come forward to share their stories.

    As always, thank you very much for reading. Feel free to leave your opinions that we cherish in our comments section below. And if you really.. REALLY loved this (or us in general) then feel free to subscribe to us. 🙂 Also, don’t forget to Like us on Facebook and stalk your favorite editor/me on Twitter.

    Once again, thanks for reading; now go back to saving the world or something.


  • jo7n 4:30 pm on August 25, 2011 Permalink | Reply
    Tags: , , , , , , pokemon tgc, pokemontcg, trading card game, , , Wii U   

    Pokemon Trading Card Game Beta Now Online 

    Have you ever wondered why there is no official online Pokemon  TCG? Well wonder no more as Pokemon TCG has now gone online as a Beta.. I’m guessing that it’s an open beta as i signed up instantly.

    Need I say anymore? Of course I don’t.. the link is here:


    • shawnmave 5:10 am on August 26, 2011 Permalink | Reply

      Gotta catch ’em all, with the WORLDWIDE NET!!! GET IT??? You don’t get it.

    • jo7n 5:20 am on August 26, 2011 Permalink | Reply

      I’m gonna be the very best… like no one ever was 😀

    • shawnmave 6:26 am on August 26, 2011 Permalink | Reply

      To do that, you’ll have to go through me. :0

    • radiopools 11:08 am on August 26, 2011 Permalink | Reply

      This game is a blast so far. I always loved the game, though most of my friends were into collecting the cards.

      • 8bitcoma 11:25 am on August 26, 2011 Permalink | Reply

        I still have my cards and my Pokemon The Trading Card Game Meowth Card. Come At Me Bro!!!!

    • http://boeku-tamu.sman12-Kab-tgr.com/ 11:40 pm on March 4, 2013 Permalink | Reply

      Hi to every body, it’s my first pay a quick visit of this weblog; this webpage contains awesome and truly fine stuff for visitors.

  • jhonnythizzlam 2:19 pm on August 23, 2011 Permalink | Reply
    Tags: 15 year old, , , , end of the world, , , , flying m games, , , game developer, , , , , , jordan, , , , , , , , , , scientist, , , unreal, unreal engine, , , Wii U,   

    15 Year Old Game Developer Takes You Into A System So Surreal That it Will Blow Your Mind 

    The next brilliant mind of gaming is among us and he’s a 15 year old developer and his name is Jordan. Jordan the founder of Flying M Games had a dream a dream about the end of the world, that soon became a dream of creating a game.  That dream soon became Surreal System the game he is currently working on about Scientists who create a child with brain power far superior then any human beings to help save what little is left of the world from being destroyed.  The game is currently in pre production so it will be a while before we will get to play it, but for now support the kid and read his dev blogs where you can learn about the dream that sparked the idea for Surreal System and how it came to be.

    Flying M Games Site and Dev Blog


    Much Love JT

  • jo7n 6:26 am on August 17, 2011 Permalink | Reply
    Tags: , ninstendo, , , Wii U, ,   

    New Wii Design For Xmas!! 

    I guess everybody wondered when the Wii would get a facelift or a “slim” model -if a slim was even possible. Well wonder no more as Nintendo are set to release a new look console in time for Xmas!

    As you can see in the picture it looks like the Wii will be bundled with mini-game collections Wii Party and Wii Sports, and of course the new  Wii Remote Plus controller.

    Looking like a Wii/WiiU hybrid the console seems to be designed for a horizontal position, rather than the old vertical design.

    I can’t help wondering if this “new” Wii will be bundled with a copy of the just announced Zelda Skyward Sword or if it’s an attempt to cash in on the new Zelda announcement.. either way I haven’t seen a new price yet, tho the Wii really is a cheap system at the moment I can’t see it getting any cheaper myself.. that would be ridiculous!

  • jo7n 5:33 am on August 17, 2011 Permalink | Reply
    Tags: , , , , skyward sword, , , Wii U, ,   

    Zelda Skyward Sword Release Date Announced for UK! 

    18th November 2011

    Need I say much more?

    Unfortunately the US & JP release dates are still yet to be announced and are only stated as the Fourth Quarter 2011.

    But to those in Europe so far it’s looking like a very happy Xmas indeed!

  • filthyviewwhore 5:43 pm on August 9, 2011 Permalink | Reply
    Tags: , , , Gunnshop, , , , , , , , , , , , Truth, , , Wii U, , , , Youtube Hates Us   


    Unfortunately, this is true. Youtube hates the very omnipotent beings that helped to make Youtube famous. I’ll just stop there, I have evil plots to devise. In the meantime, enjoy the above video/truth.

  • jhonnythizzlam 5:48 pm on August 6, 2011 Permalink | Reply
    Tags: , , birthday, , , dsi, famicon, , gamecube, , , , , nintendo 64, , , venom, , Wii U, ,   

    Happy Birthday You!!!! 

    Its Samus’s birthday and no matter how much we love her or wish her a happy birthday it will never change the fact that their will never be a gift big enough that we could give to thank R&D1 and Nintendo for bringing Samus and the Metroid series into our lives. So here @ 8BC we will do the same as Nintendo and not receive gifts, but give them!

    We took our time and worked hard on this Promo for your enjoyment, but first listen to a few words Samus has to say about about the SOS Gamers charity organization. A organization that gives games to the elderly and raises money for charity through gaming Tournaments and activities.

    Real life video of Samus taken by Bobby Venom

    ( http://www.youtube.com/user/DarktoidVids)

    and now for our promo

    The Holy thread of all that is Samus


    Free Humble Bundle


    P.S. Our boss is not a fan of Metroid or Samus because he thinks Nintendo stole his game idea. Be thankful  you don’t have to hear about it every week!

    “Fuck That Shit Yo!!!! Now for the big reveal!!!! the real shit you have been waiting for! Me!!!”-8BC Founder

    Smh anyways like always Much Love JT

    • shawnmave 5:51 pm on August 6, 2011 Permalink | Reply

      It’s true, he beats us every day of every week of every month of every year all because he sold his idea to a Nintendo executive for a Klondike bar. 😦

    • jo7n 6:03 pm on August 6, 2011 Permalink | Reply

      0:33 on the first video..

      is that a demotivational poster right there or what? lmao


  • jhonnythizzlam 8:04 pm on August 5, 2011 Permalink | Reply
    Tags: , , , 99, , , , , , , Wii U,   

    Gaming Till Death Do Us Part 

    The most hardcore gamer in the world lies in japan and she rocks Nintendo like nobody’s business!!!!! MLG better fear because Umeji Narisawa is here. I don’t want to say shes a fan-girl but come on!!!!!! lol for real though i wish I’m playing games and enjoying them till the day I’m dead and this woman is proof that your never to old to game! Yeah she’s rocking the classic Bomberman on her old school Nes! So what! Bet she can take you in a game of BM! Anyways what specific game do you think you will be rocking and be addicted to when your older? How about me? Will Ill be rocking that Super Meat Boy on the 360 till the day i die or at least until my console does! ohhhh!

    Check out Japan Probe for the Video Interview: http://www.japanprobe.com/2011/07/22/99-year-old-woman-plays-nintendo-every-day/

    Much Love JT

  • jhonnythizzlam 4:44 pm on August 4, 2011 Permalink | Reply
    Tags: , , , , , , , , , , , , , , , , , , , Wii U, ,   

    EA Origins Just The Beginning 

    Theirs no doubt that EA has been on a change rage these last couple of months with their Origin and multiplayer sub things that i don’t care about so it was no surprise when they announced today that they are gonna focus more on building their properties,franchises and new platform Origin. Seems like Origin isn’t going anywhere anytime soon, but the news that did catch our eye was Peter Moore and a couple of others were promoted. I cant wait to see what all this will bring us in the future.

    From Ea’s Site:


    • Peter Moore is now our Chief Operating Officer.
    • Frank Gibeau will serve as President of the EA Labels.
    • Our Label structure is expanding to four – EA Games, EA SPORTS, EA Play and BioWare.
    • Barry Cottle is heading up EA Interactive which now includes Playfish, Pogo, EA Mobile, our partnership with Hasbro, the online and mobile business in Asia and soon, PopCap. ————————————————————————————————————————————————–
    • Click to see everything that was said: http://www.ea.com/news/riccitiello-changing-and-growing
    • Much Love JT
Compose new post
Next post/Next comment
Previous post/Previous comment
Show/Hide comments
Go to top
Go to login
Show/Hide help
shift + esc
%d bloggers like this: