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Aliens: Coloniel Marines Survivor Trailer

Coming to gamers on the 12th of February, 2013 is the upcoming Multiplayer gametype, Survivor, for the Aliens: Colonial Marines video game. Aliens: Colonial Marines Survivor gametype has Aliens hunting down four Marine players while the Marines have to try and survive. In this kind of game mode, it looks like working together as a team is the best bet for survival.

Aliens: Colonial Marines is set in the Alien (movie) franchises universe and is a new story set in that realm. It was made by Gearbox software and is avaliable on the Xbox 360, PS3 and PC platforms. Be sure to check back on the 12th of February for access to the multiplayer component.

Check out the trailer below for more info.

Entire Chop Chop Lineup now FREE!

Now who doesn’t want freebies? No one? I thought so. Well, to celebrate the impending launch of “Chop Chop Ninja World” (hitting the App Store on 29th November), Gamerizon has decided to give away ALL their games from the Chop Chop family for FREE for a limited time only. (Click link here to check them all out)

But do bear in mind it’s only the normal versions. However, if you were to “Like” them on Facebook and share the epic news as much possible, it might just convince them to give away the HD versions as well.

So what are you waiting for? “Like” Gamerizon on Facebook now and do whatever it takes to convince them to give the HD versions for free. You know you want to. Otherwise the ninjas will come and destroy you with their awesome cuteness. Now if you’ll excuse me, I have some cute ninjas to play with. HAIYAA!!!

Reminder: Bleach the Movie: Hell Verse airs this Sunday on Neon Alley

Remember a couple of weeks ago when we found out that Neon Alley would be showing Bleach the Movie: Hell Verse in English before it is released on DVD and Blu-ray? Well just in case you happened to forget, here’s a quick reminder to let you know that Bleach the Movie: Hell Verse will be airing on Neon Alley this Sunday November 25th at 8:00pm EST/5:00pm PST.

For those who don’t know, Bleach the Movie: Hell Verse follows Ichigo and his friends as they venture into Hell to try and rescue his sister who has been kidnapped by a new group of enemies called Sinners. If you happen to miss the movie on Neon Alley or simply want to purchase a physical copy, you will be able to do so on December 4th on both Blu-ray and DVD. Until then, check out a preview trailer for the show below.

New Metal Gear Rising screenshots and artwork released

Today Konami released a large batch of brand new Metal Gear Rising: Revengeance screenshots as well as artwork of some of the characters and enemies you will encounter within the title. The below images feature Raiden, Samuel, Sundowner, Mistral, Monsoon and LQ-84i.

In case you missed it, GameStop revealed that anyone who pre-orders the game from them will receive a special skin that will make them look similar to Gray Fox from Metal Gear Solid 1. As for the game itself, fans of the franchise will be able to pick it up on the PlayStation 3 and Xbox 360 on February 19th in North America and February 21st in Europe.

Tony Hawk Pro Skater DLC Announced

Activision are releasing a new DLC pack for Tony Hawk Pro Skater HD titled: Tony Hawk Pro Skater 3 HD Revert Pack, will be coming soon for the skate boarding simulator. This new DLC adds three levels from the classic Tony Hawk Pro Skater 3, but now in brand new HD glory.

Also coming to this DLC are some new skateboarding personalities and a few members from the legendary Metallica band.

Skateboarding legends Steve Caballero and Geoff Rowley make their return to the world of Tony Hawk games and James Hetfield and Robert Trujillo from Metallica make a surprise appearance as playable characters.

Be sure to check out the PSN, XboxLive and Steam networks for the DLC on December 4th. The package will sell for $4.99.

Interview with Merge Games Luke Keighran

Merge Games is an independent games publisher based in Cheshire England and started by Managing Director Luke Keighran. Luke has had over 10 years experience in the gaming industry including 6 of those with THQ where he was responsible for sales, marketing and business development in hard to reach markets. He has carried this valuable knowledge with him across to Merge Games, a company he founded which prides itself on being able to create close knit relationships and therefore give a more personalised service to its clients. We at Capsulecomputers were lucky enough to steal a bit of Lukes time away and get an insight into marketing to a much different and harder to reach audience.

1. What were the most common entry barriers you found moving into such differing markets and cultures as Russia, Middle East and the Nordic regions such as Internet censorship and how did you overcome them?

When you deal in places like Russia you use local distributors to help with such things as localization and getting the products to market. Russia has always been big on PC piracy, so the price models are much cheaper than Western markets. If you decide to go in at higher prices then there is simply no market , so really it’s a case of being open minded and flexible to the needs of the local market if you want to be part of it.
Internet censorship is more relevant in The Middle East where content can be an issue; you can’t overcome this, it’s simply a case of understanding when not to waste time selling in games that will get banned at the 11th hour. For the Nordic region it’s a case by case scenario: The main barrier is of course language. For games that are light on text, English versions can work; if a game needs translating then it’s a case of seeing if the numbers stack up.

2. What specific characteristics does Merge look for within a publisher or title when scouting for new talent within the indie development scene?

In general, we feel the product needs to be popular on Steam, or have a strong market niche. Our biggest customers are fans of popular download games who want to buy our special editions. The key thing about the special editions is making sure there is true value add in the box.
We are responsible for bringing simulation titles to market in Australia & NZ (ie Euro Truck Sim, Police Sim 2, Driving Sim and Farming Sim). We look after many simulation products on global digital portals like EA Origin, Gamersgate, Metaboli etc. It is different from the collectable market, however still a very strong niche.

3. You must have had a lot of apprehension when first moving into such unknown territory. What are the main 3 differences between a Western and non Western Gaming market that a company should look at in order to be successful?

All I saw was opportunity! I was responsible for all exports markets at THQ and enjoyed finding out as much as I could about them. The key to success in non Western Gaming markets is no different to local markets; understand the local market conditions, keep payment terms central to all negotiation and make sure you have the best local distributor- which isn’t always the obvious choice.

4. After working for such power players as Acclaim and THQ, what made you initially decide to branch out on your own and lend a hand to smaller developers?

I worked at THQ for 6 years, which is quite a long time in any publisher. I had experience in both Australasian, European & Middle Eastern markets. I have always wanted to be the master of my own destiny and the time just felt right….
When we first started, I did a lot of consultancy for Middle East companies wanting to understand digital. We also represented companies to help sell their products into Turkey, Middle East, Slovenia etc. So, the first question I would ask a publisher is ‘where are you not represented?’ We would go and see how we could fill in the gaps the market for them.

5. Merge prides itself on being a smaller publisher with a more intimate approach for customers who will receive a much more personalised service. As Merge grows in size and the company gets larger to take on more developers and titles how will you maintain this high level of personalisation?

It is a great question. I think if you communicate, continually report, take on board what other people are saying then it will hold you in good stead. As soon as you become arrogant or get ahead of yourself, things start to fall down. The games industry is a relationship business.

6. What’s next on the cards for Merge Games? Are there any plans to move into other retail sectors or to promote major titles as well as indie games in harder to reach markets?

I am happy with what we have established in the retail sector, as let’s face it PC retail games are not growing overall, yet we have managed to find our little niche of customers. We have some great collectable editions coming out early next year…
We have two products in production on iPad. So, it will be interesting to see how we can execute here. We have digital distribution which we will continue to grow and establish on both PC & Android.
We are always looking for content, so we would invite any Australian developers to give us a call if you need help in the global market.

7. One would argue that the retail sector of gaming has been on the decline for some time. Is it a hugely different approach promoting a retail game as opposed to digital distribution?

Promotion is only a part of the picture. Taking a physical game to market is more complex on a number of levels. First of all, cost management is key, which includes content, volumes and shipping. Also, reaching your retail customer is a much trickier business when you are dealing outside of the triple AAA scene. It’s about knowing how and where to communicate with those customers…It’s much more straightforward with digital. In the digital market content is king, as well building excellent partnerships with the major portals.

8. Looking at your lineup of games its not hard to see why you have chosen a retail format for some. You must place a heavy emphasis on the physical presence of goodies that collectors love such as soundtracks, posters, art books, stickers and more that accompany games of a more creative nature?

Most of the really successful development teams like Playdead, Mode7 and Edmund handle digital themselves. Where they need our help is with retail and ensuring the offering is different. This is what we do. It is key that customers value the retail box we are producing.

9. Do you get a much larger sense of fulfillment helping these smaller indie developers games see the light of day rather than your previous positions working in huge teams on large budget projects?

I always found working with big publishers frustrating as I am a business development guy and I struggle with inflexible corporate cultures that say no to great ideas, because they are outside of the comfort zone. We have great routes to market and it is extremely satisfying reporting bigger than expected royalties to talented indie developers.

10. Where do you see Merge games and the gaming industry in general in 10 years?

I have never seen such rapid change as I am seeing today in the gaming market. If I could envisage what will happen in 1 year I would be happy!

11. Are your teams all based in the same area or is there a huge amount of traveling involved to meet clients and visit other markets?

We are based in Manchester, England. We are always traveling to meet at conventions. For example we are in Paris for Game Connection in November, 2012. We travel to see retail and developers in Australia twice per year. We go to Italy to meet with digital distributors. We go to GDC – San Fran as it is a great show. So, I suppose we do travel quite a bit. Thank goodness for Skype and the gaming conventions, otherwise we’d never be in the office!

As you can see, Merge is a very innovative and creative company not afraid to look outside the box for solutions which is essential for any firm wishing to be successful in markets that differ from that which you are accustomed. With a huge amount of experience behind them and with their immense drive and passion for the industry they are a force to be reckoned with in the publishing market. Luke, we thank you for the opportunity to get to know you and Merge a bit better and look forward to the next lineup of titles. We thank you for taking the time to answer our questions as we know you are very busy and wish you the best of luck for the future.

Crazy Cars – Hit the Road Review

Crazy Cars – Hit the Road
Developer: Microids
Publisher: Microids
Platforms: iPhone (reviewed), iPod Touch, iPad
Release Date: November 7, 2012
Price: $2.99 (HERE)

Overview

The App Store is no stranger to portable racing games. Whether it’s titles like the annual Asphalts or the iOS-ification of the latest Need for Speed, we’ve enjoyed our fair share of good racing experiences on our little iDevices, especially arcade-racing experiences. Nothing quite feels as “popcorn” a racing experience as the now-default tilt controls.

Crazy Cars – Hit the Road tries to bring back some of the nostalgic arcade goodness with an iOS re-imagining of Titus Interactive’s classic Crazy Car franchise. Is this a blast from the past, or is this a moth-ball ridden patchwork that’s serves no more practical purpose?

Gameplay

Here’s the answer: it is a moth-ball ridden patchwork that’s serves no more practical purpose.

You can tell this is a game based on replicating the experience of a franchise that dates back to 1988. Everything from the design decisions, to the way the game controls, to the technical aspects scream of a game that’s just about a decade behind everything else on the market.

The first, and most blatantly annoying gripe, is the lack of accurate sensitivity when it comes to steering with the tilt controls. In a racing game this is absolutely unforgivable. Thank God this isn’t Mario Kart and the race tracks generally have walls to keep you from falling to your death because this would be a super common problem for anyone playing the game. There is, simply put, no way to accurately turn your car around a tight corner, navigate properly onto one of the trucks that serve as jumping ramps, or steer your car with any sense of control.

This isn’t helped by the game’s wonky crash system. There were some hilariously obvious collisions that the game chalked up to “close thing”s and there was some very unlikely stuff that ended up resetting my car – not the least of which was landing on another car during a jump. I’m fairly certain that would pancake the care beneath me, not send me spinning out as if I’d just been rear-ended.

The game features three modes. Career mode is only different from Free Run mode in that you can’t choose the map and you can earn cash to spend in the game’s Garage Mode. That mode lets you deck out your car with new rims, engine tune-ups, and the like. While the idea is a good one, I was winning races before upgrading my car and I didn’t notice that they actually made any tremendous difference.

However, the idea behind these upgrades is good and you can earn in-game cash in races just by making jumps, drifts, coming close to a crash, etc. That’s a really neat feature as it bucks the arcadey “win or insert a new coin” trend and means that no matter how you perform during a race, you’ll always come out with some extra moolah. It would definitely have kept me coming back if the racing itself was not so poorly implemented.

Audio &Visual

The presentation of Crazy Cars feels like something out of a late 90’s console game.

Because of that, you could say that this iOS iteration is trying to imitate the look and sound of the old entries in the franchise. That would be a fair comment if the load times weren’t so darned long. That’s especially frustrating when the main menu screen takes five seconds to load.

Asphalt 7 is a beautiful racing game on the exact same platform and it has equivalent load times. But that’s the thing: it’s a beautiful game. Crazy Cars – Hit the Road is not beautiful, and it does not sound up to par on any level. If the sounds don’t cut out that is.

Overall

Crazy Cars – Hit the Road could have been an excellently made adaptation of a classic arcade-racing franchise. Instead it seems like it’s just a quick cash-in that’s using the name of an older game to piggyback its way to success.

There is nothing new or original about Crazy Cars, its gameplay is spotty, and it looks worse than spotty. This would have been a good game on the GameBoy Colour ten years ago. It’s a bad one on iOS today.

4-5-capsules-out-of-10

Glu Games’ Thanksgiving Sale Now On!

Glu Games’ Android and iOS Thanksgiving sale has commenced, and will run through the 25th of November.

There is a 75% off discount on all currency packs, and the majority of Glu’s top games are on sale. There have also been a few updates made for certain games that reflect this most festive season. Deer Hunter Reloaded players will be treated to a bad-ass Pilgrim outfit, while players of the racer Indestructible will have 3 new vehicles to choose from: Cornucopia, The Drumstick and The Gobbler. Mmmmm… just looking at these food related DLC is making me wish we celebrated a Thanksgiving of our own here in Australia. We have to wait until Christmas for our turkey!

To view these exclusive themed updates, check out the gallery below. And of course, to take advantage of the sale, check out the Google Play and iTunes App stores before it ends on November 25th!

New game in development for the Mugen Souls series

If you liked Mugen Souls a few months ago when it was released by NIS America then you will be happy to hear that another game in the series is in the works. Siliconera reports that Famitsu has spoken with Kenta Sugano and in their interview he stated that a new game in the “Overwhelming” series is currently under development.

In case you didn’t know, Mugen Souls is actually called Overwhelming Game Mugen Souls in Japan. As for what this game will actually be, no one knows at the moment but in the same interview Sugano hinted that the game will be announced soon and may even be revealed in the next issue of Famitsu.

Dragon Slayer Available For iOS And Android

Glu Games’ latest mobile action game, Dragon Slayer, has been released for iOS and Android devices, for FREE!

In Dragon Slayer, players will be tasked with ridding the realm of these fire-breathing monstrosities, using magical spells and fire-slinging gauntlets. You’ll also have all manners of lizards and wyverns to contend with. The story is played out via a motion comic presentation, while the game’s visuals are optimised for Retina and 16:9 Widescreen displays. Avoid the flaming breath, bites, tail-whips and talons of the mountainous dragon bosses and combat them with upgraded equipment, magic and attacks. Turn on your cloak armor, or even call in a pet to help you out!

The official trailer can be viewed below, along with our gallery filled with first screenshots. Download from Google Play or iTunes now!