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GoDaddy servers taken down, hacker tweets his exploits

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Hackers have crippled the GoDaddy web hosting firm, taking them offline and essentially affecting potentially millions of websites which use the GoDaddy servers to run their websites from. According to SMH a member of the collective hacking group known as Anonymous has taken credit for the attack, but has not as of yet explained his reasoning. AnonymousOwn3r, the “security leader” for the organisation has spoken of the attacks through Twitter and taking responsibility for the servers outage time which is undetermined.”Hello http://godaddy.com/ now yes! all servers #tangodown by @AnonymousOwn3r,” was the message he tweeted and also let everyone know he was working alone not as the Anonymous group.

GoDaddy servers host a whole range of websites, over 5 million in fact which range from auction sites through to media watching sites, all of which are potentially affected by the hack. They have issued their own statements on Twitter explaining the situation to their customers and user base, apologising for the downtown and assuring people they were doing everything they could to get things back up and running. When asked about his motivation the hacker said he was testing their cyber security, and for other reasons he couldnt talk about.

 

Music Master Chopin: Classic & Rock Released

 

BulkyPix announced two new games for the iOS devices today. Music Master Chopin comes in two flavours depending on your preferred instrument. Music Master Chopin: Classic allows players to get behind a piano and tickle the keys. For those who prefer a harder sound, Music Master Chopin: Rock lets players shred their way through Chopin’s works. The games features the familiar Guitar Hero/Rockband style game play with 26 unlockable tracks, four difficulty levels and 70 pieces of information about Chopin’s life and work that is rewarded after each successful level. The games costs $5.49 AUD each, so rock out to Chopin here. No word when the Classic version will hit the App store so stay tuned to Capsule computers for the latest info.

Interview with MumboJumbo Director of Game Design John Newcomer

We sat down with John Newcomer the Director of Game Design at MumboJumbo to talk about their new game Angelica Weaver: Catch Me When You Can.

What type of game is Angelica Weaver: Catch Me When You Can? 

Angelica Weaver: Catch Me When You Can is an adventure-crime drama with a gripping storyline involving murders in the past and present.  It features 3D elements seamlessly integrated in over 150 realistically rendered backgrounds, unique story-driven puzzles and a captivating main character you work with to catch the killer.

What inspired you to create Angelica Weaver: Catch Me When You Can?

The resurgence of adventure games along with the popularity of paranormal crime-solving television shows.  We thought a realistic crime solving game with supernatural undertones would be fun.

Tell us about the Angelica Weaver character:

Angelica is an unconventional detective on Chicago’s special task force who is called in when forensics and traditional police work hit a roadblock. In addition to her superior observation and deductive skills, Angelica has the ability to experience a victim’s last sights, smells and feelings. She knows where a victim fell even at the coldest of crime scenes and still connects to their lingering spirits.  Her link with the dead allows her to jump back and forth between murder scenes on the streets of historic London and present day Chicago.

What was your process for writing the story?

The story and gameplay are completely intertwined. I did intense research to find historical murders to give our story credibility. I needed a depth of victims and suspects to support a full-length game, and environments that lended themselves to layering in puzzles that fit the storyline and action. London of 1888 works as an interesting contrast to present-day Chicago.

The story is a thinly veiled rendition of Jack the Ripper with unnecessary violence discarded to make Angelica Weaver a casual thriller. What intrigued me was using the suspects as characters and figuring out how their various occupations would provide entertaining settings for the clues, puzzles and overall adventure. Some actual Ripper locations are included, but we also needed locations at convenient distances for smooth gameplay.

How is Angelica Weaver: Catch Me When You Can different from earlier MumboJumbo games?

While similar to our Midnight Mysteries series, which blend fantasy with historical fact, the Angelica Weaver: Catch Me When You Can storyline incorporates paranormal crime solving in both modern day and historical settings.  To support the two time periods and the integration of 3D elements, the art style, gameplay and storytelling are more complex.

With our Samantha Swift series, we touched on making the title character a predominant feature, but with Angelica Weaver we’ve taken it a step further. She is animated in the HUD and steps out to interact with victims at crime scenes throughout the game.  She also relays clues and observations to the player through voice over.

We included several new game features that help pace the gameplay.  The tutorial system is more refined, and we streamlined the way the inventory is displayed.  We also separated character comments that help further the story from general commentary, which was put into “black bar text.”

Were there any notable ideas in the conceptual phase of Angelica Weaver: Catch Me When You Can that were great on paper but cut later?

It took a lot of thought to develop ideas that would most appeal to our target audience for Angelica Weaver: Catch Me When You Can. What I think may be fun to play does not always match what our customer thinks will be fun to play. If you don’t put on your customer hat, think of new ideas and play through the game from a customer’s perspective, you lose… game over.

Initially, the story had details on more victims and suspects, with more weight on historical accuracy. We determined that having too many names to keep track of added confusion and took away from the gameplay.

What were the biggest challenges the team faced in making Angelica Weaver: Catch Me When You Can?

First, ensuring the more complex art style (merged 2D and 3D components) made the game more compelling and aided story telling.  Secondly, the quantity of puzzles required to sustain a full game and bonus chapter.  Creating puzzles that are fresh, fit the story, entertain the player, and are valid for a variety of skill levels, requires tremendous collaboration of the design, programming and art teams.

What feature in Angelica Weaver: Catch Me If You Can are you most proud of?

I am most proud of the overall entertainment value of the game.  If I were to break that into a feature it would be how the story and gameplay are married together.

Crunch in video game development is notoriously demanding. How does the MumboJumbo team cope?

In the end, it comes back to our love of games.  It’s fun to complete something you are proud to have associated with your name.  The core team has been together for over four years, making it easy to get into a rhythm that pushes us through the end.

What games do you play outside of the projects you are working on in the office? 

My favorite game is, was and ever will be chess.

What is your favorite part of creating games at MumboJumbo?

Seeing the game design storyboards come to life in the playable builds.

Angelical Weaver: Catch Me When You Can is out on PC and can be purchased from Big Fish Games here. A big thank you to the team at MumboJumbo for taking the time to answer our questions.

Valve’s Plans For Gaming Headset Revealed

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Since the announcement of Google’s Project Glass this past April, and the demonstration of the Oculus Rift at E3 in June, community interest in virtual reality headsets has reached an all time high. Now, Valve has thrown their hat into the VR ring.

In a special New York Times feature, an NVIS headset which was demonstrated by Gordon Stoll, engineer at Valve, is described as “a boxy set of goggles that looks like a 22nd-century version of a View Master.” Project leader Michael Abrash truly believes that, with their planned virtual reality glasses, in a mere three to five years “credible augmented reality games” will be available to us.


The Oculus Rift May Have Some Competition

Although Valve are very excited for the realisation of these plans, they may not actually create the hardware themselves as “it’s ultimate goal is to share its designs freely.”  Abrash states that “we don’t particularly want to be a company that makes hardware in large quantities. It’s not what we do.” To read more from the 3 page feature, visit The New York Times.

Conduit Developer Teases News

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It looks like a representative from High Voltage Studios, the developers of The Conduit, has teased some info regarding the Wii shooter series. While answer questions on GamerFAQ’s, the representative said the following:

“We haven’t forgotten about Conduit over here, either. I would expect some new Conduit-related news before the year is out.”

This isn’t the only franchise the guys over at High Voltage are working on. They are currently working on Zone of the Enders: HD Collection (which was originally developed by Kojima Productions). While no one knows what the news is, we can only hope that it will do better than The Conduit 2 did.

Mila revealed for Dead or Alive 5 in leaked story trailer

Since Dead or Alive 5 was announced only one new character has officially been revealed for the game besides two crossover characters from Virtua Fighter 5. While the new male character Rig may be a bit of a crowd pleaser, it has been revealed that a new female character will be included in the game as well.

Her name is Mila and she is a mixed martial-arts fighter who apparently is a huge fan of Bass Armstrong as she petition’s Tina for a few pointers in her fighting style. The video revealing Mila can be seen below, though it is worth noting that it may be removed at some point thanks to the fact that it was leaked ahad of Tecmo Koei’s official unveiling. Will this feisty redhead be given a swimsuit to match the rest of the female cast’s? Probably, but we shall see.

Genesect to be given away to early buyers of Pokemon Black and White Version 2

When Nintendo launches Pokemon Black and White Version 2 in North America there will be a special treat for those who pick it up early. Anyone who happens to play these games between October 12th, the release date, and November 12th will be able to gain access to a “Mythical” Pokemon which is called Genesect.

Players will be able to obtain Genesect through the Nintendo Wi-Fi connection in the US. As for Genesect itself, the bug/steel type Pokemon can be seen to the right, with it looking like a cross between a tank and a strange purple bug. Then again, most recent Pokemon already have strange appearances so this one will fit right in with the rest.

Metal Gear Solid: Ground Zeroes to feature troop patterns and a day/night cycle

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Not much is known about Metal Gear Solid: Ground Zeroes since it was first shown off during PAX Prime earlier this month besides the fact that the game will be open world and will feature an old version of Snake. However in an interview with Eurogamer Hideo Kojima revealed a few more tidbits about the title.

As gamers play the game, the world will change from day to night and vice versa and some of the changes between night and day will be adjusted “enemy troop patterns” and more. Unfortunately for those of you hoping that Metal Gear Solid: Ground Zeroes would avoid having loading screens similar to MGS4, well… it doesn’t.

Shantae: Risky’s Revenge needs your help on Steam

You may have heard about a beloved little title called Shantae: Risky’s Revenge which was previously released as a DSiWare game and most recently on the iOS. Well if you still haven’t been able to play this stellar game yet or don’t have anything to play it on, you may just get your chance because WayForward, developer of the title, have submitted the title to Steam’s new Greenlight service.

For those who don’t know, Greenlight is a system that will allow certain games to make it to Steam that never would have had a chance before. It is a bit strange to see that the game has appeared on the Greenlight service instead of just as an immediately purchasable submission, however you can do your part by voting on the Greenlight page for Shantae: Risky’s Revenge here, though a Steam account is necessary.

Blast A-Way Review

Blast A-Way
Developer: Illusion Labs
Publisher: Illusion Labs
Platform: iPhone (reviewed), iPad
Release Date: 5th September, 2012
Price: $5.49
Available Here

 

Overview
Blast A-Way is an indie physics-based puzzle game with some interesting concepts, hidden collectables aplenty and a cute visual style.

Sound familiar?

Indie ideas often seem to sprout from similar seeds, but the results usually feel varied enough to keep things interesting.

 

 Gameplay
Players navigate little robots through brightly-coloured, tightly-designed levels, in search of “Boxies” – littler robots – on the way to the exit. Doing so involves the use of ball-shaped, colour-coded bombs, teleports, “rebuilders” and the like, while geometric shapes in the environment are coloured to indicate which balls can interact with them. Blue cube in your way? A blue bomb will take care of that. Need to get over to that red platform? Use a red teleport.

From this basic framework, clever design allows interesting puzzles to emerge. You may need to change the colour of elements, swap between two characters, or rebuild something you had to destroy earlier. Each level is presented cleanly, leaving the challenge to arise in determining the best order to undertake actions.

That said, you shouldn’t ever find yourself hopelessly unable to reach the end. Give it a few minutes of braining and old fashioned trial-and-error, and the answer will usually present itself quickly. It mightn’t entirely satisfy hardcore puzzlers, but it’s a wise feature of a game on a platform designed for short-burst sessions.

As per standard procedure, grabbing the optional collectables – in this case the Boxies – is where you can sink larger amounts of time. Sometimes you’ll net all three Boxies out of necessity on your way to the exit, while others require extra steps in the action chain.

Unfortunately, navigating levels can be a problem, especially at first. Traversing the three-dimensional environments requires turning and panning the camera, and the distinction between the two is rather fiddly. Sliding your finger across the terrain will pan the camera left, right, forward or backward, while to turn you perform the same motions, holding your finger in the white void around each level.

You’ll get used to it, but it might put off some people before they reach the point of acceptance. I can’t help but feel that the game would be better suited to PC and/or consoles, via Steam, Desura, XBLA or PSN. Controlling the camera with a mouse, and the character with the keyboard seems more intuitive. Although to be fair, drawing a path for the character with your finger is very satisfying, a movement I’m surprised we don’t see more often.

 

Visuals & Audio
As mentioned, each level is surrounded by empty white space, which makes a clear distinction between level and void. It may sound bland, but what it loses in perceived prettiness is regained in efficiency: you’ll know instantly what you can and can’t play with, and won’t be distracted by unnecessary background dressings.

And besides, the team have obviously dedicated their visual attention to the important bits – the levels themselves. Each “world” of sixteen levels is composed of a different material: wood, metal, fabric, stone and plastic. It means little in gameplay terms, but it gives each setting its own feel.

That kind of differentiation should have been given to the balls you use to get around. The pattern on them tells you if it’s an impact bomb, a sticky bomb, a sponge bomb, a teleport, etc, but the designs aren’t obvious enough. Picking them up becomes the best way to figure out what each one is, but you can’t always do that.

The environments are little more than textured building blocks, so you’d expect the characters to step in to fill the game’s personality quota. Despite being robots that wear cowboy hats, mustaches, sunglasses, or have cogs lodged in their heads, the player characters don’t contribute much. The stars of the show are those little Boxies – damn they’re cute! They’re basically just cubes with legs, but I think it’s their tiny voices that get me. calling for the player’s attention or thanking you for saving them, they remind me of the classic Worms voice.

Accompanied by a soundtrack of cheery tunes, the game is nicely presented, all up.

 

Overall
Blast A-Way followed the recipe closely, putting its own spin on things when required, but the final product tastes a little… bland. It’s technical, clever and cute, but lacks a true spark.

Were it priced as an ordinary iOS game, it would be easier to recommend, but the premium tag might make some hesitate. Again, that’s a sign of an ill fit for the iOS platform: five bucks would seem a steal for the game, were it on Steam.

6-5-capsules-out-of-10