March 2005

Giveaway News

March 28, 2005

So we haven’t exactly had a plethora (Jeffe, what is a plethora?) of prizes to give out recently and that sucks. You know how much I love to give you guys free games and prizes. The good news is that our buddy Stormy over at Ubi has hooked us up with 3 copies of Cold Fear. That is right, 3 copies. We are going to have it available for Xbox as well as PS2. As soon as these puppies arrive at my house I will get the giveaway started.

For those of you that haven’t heard of Cold Fear, think Resident Evil 4… on a ship. Stay tuned, I will let you know when it is time to enter.

New Money

March 28, 2005

As in you better have come into some cash if you want to bask in the glowing delight of the new PSP. Word ’round the block is that bad boy is not only cool, but sexy too. Sexy in a sleek widescreen, good looking, uncomfortable sort of way. Either way sometime I will have to break down and pick one up, after taking a second job or something.

Cha cha cha cheese unit!

In the world of submarine simulations, the Silent Hunter series has consistently proven itself to be at the top of its game. Now in it’s third incarnation, Silent Hunter III is again proving to be the game to beat within this niche sub-genre. Recently we were able to sit down with one of the folks who worked on this exciting PC title to get a peak into what went into it’s creation.

First off, thank you for taking the time to speak with us regarding Silent Hunter III. Could you please give us a little bit of your background, as well as what your role has been on this project?

My name is Critian Hriscu, game designer and 3D artist of Silent Hunter III working out of Ubisoft’s internal development studio in Bucharest, Romania. Silent Hunter III is one of the most interesting and challenging projects I’ve ever worked on. My background was in theater but I decided, six years ago, that the future of entertainment was in video games, so I got into Game Development and I haven’t been disappointed.

What are the challenges inherent in having the player assume the role of a villain? I mean, obviously it’s not that big of a hang-up if you’ve made it to Silent Hunter III, but convincing the player to assume the role of WWII-Eram German U-Boats can’t be as easy as, say, a futuristic Space Marine fighting anonymous aliens…

The German U-Boot was one of the most advanced and formidable weapons of in all of WWII. Winston Churchill was quoted as saying, that A

Working Girl

March 26, 2005

For all you fools out there with mothers and sisters and girlfriends and wives, do I have great news for you! I, Dots, am now proud co-owner of a gift store in the lovely town of Boerne, TX with my own dear mum. The name of the store is All the Way Home. So, if you need a great gift you should come and visit us. We are working on the website and I’ll let you know when it is up. So, I have yet one more thing on my busy schedule.

The good thing is that when we aren’t busy I can more frequently do Snackbar things! So you should be hearing more from me. I know that is all your wildest dreams come true!

Lumines

March 26, 2005

Since the Tetris/Game Boy bundle in 1989, block-dropping puzzles have been used to show both the hardcore and mainstream markets what handheld systems are capable of. Following this trend, Ubisoft’s new puzzler, Lumines, exemplifies the evolution of gameplay and style that Sony seems to be reaching for with its new PSP console.Designed by Testuya Mizuguchi, the creative mind behind Rez (a cult favorite on the PS2), Lumines combines the familiar controls of falling block games with elements of rhythm games. Your task is to position squares as they drop from above, and to keep them from piling up to the top of the screen. Each square is composed of four smaller squares in one of two different colors. Creating a 2×2 or larger block of the same color will allow that block to be cleared from the screen, thus making room for more pieces.

Lumines is unique, however, because of what happens after your pieces are ready to clear. Completed blocks don’t immediately disappear, but instead change color and stay on-screenA