Category: GDC 2006

Mega GDC 2006 Post

Since I was out during GDC which ran from March 22-24, here’s a full recap:

I’ve only covered those which were the most interesting. If you have anything to add, please do so in the comments.

Nintendo GDC 2006 Keynote

The Nintendo GDC keynote didn’t reveal anything shockingly new, but it did unveil Zelda: Phantom Hourglass for the DS, as well as word that the Revolution’s Virtual Console service will also play games developed for Sega Genesis and the Turbografx consoles.

Satoru Iwata’s full keynote address can be found after the jump (it’s huge).
Continue reading

Spider-Man 3 Revolution Title

The license holder for Spider-Man games – Activision – has revealed to IGN that it will publish a version of Spider-Man 3 developed specifically for the Revolution. As usual, no exact details were provided, but IGN is speculating that the remote-styled controller could be utilized to aim and cast webs, which would in turn accurately guide the hero through the city.

More details are expected at E3 this May.

GDC and IGF Awards

The Game Developer Choice Awards have been announced, with Lord British (Richard Garriott) picking up his lifetime achievement award and Double Fine Productions winning Best New Studio and its game Psychonauts getting the best writing award. Shadow of the Colossus picked up a total of five awards, including Game Design, Character Design and the Best Game award.

In more awards news, the 7th Annual Independent Games Festival awards were announced, with Introversion’s Darwinia winning the grand prize of $20,000 for Best Independent Game. The game picked up three prizes, including the Seumas McNally Grand Prize. Other winners include Weird Worlds: Return to Infinite Space, as well as modifications for games including Dystopia for Half-Life 2, the Last Man Standing Co-op for DOOM 3 and Path of Vengeance for Unreal Tournament 2004, among others.

Sony GDC Keynote Sampling

The Sony GDC keynote didn’t reveal much information in way of the PS3, but it did have some delicious tidbits.

  • PS3 games will be region free. Developers can choose to restrict region on their software.
  • The console is due in early November – a more specific timeframe than its previous “November” release date.
  • Sony expects the PS2 to sell past 2010.
  • God of War 2 was officially announced. Please refer to its own post for more details.
  • Hard drive will be included with the PS3. No doubts about it.
  • Final development kits will ship to developers this June.
  • The PlayStation Network Platform was detailed. It’ll be a free service, offering the same features that Xbox Live offers… with no price tag attached.
  • Games can be downloaded and run from the hard drive.
  • Several real-time demos were shown: Warhawk, Motor Storm, Ratchet & Clank, Resistance (previously known as i-8) and Singstar.

The above are only a sampling of the Sony GDC keynote. Please refer to the mega GDC post.

GarageGames at GDC

GarageGames has shown off demonstrations of its technology at the Game Developers Conference which ran throughout March 22-24.

The company showcased Legions, a tech demo for its Torque Shader Engine; a tech demo of Marble Blast Ultra on Xbox Live! Arcade; a Mighty Fist demo built with Torque Game Builder, a professional 2D grade engine; and Torque Constructor, the CSG level builder created in Torque for level design with all map based games.

Quazal Software on PS3

In its latest press release, Quazal announced that they have been approved by SCE’s Tools and Middleware program for PlayStation 3, letting developers make use of their Net-Z and Rendez-Vous online multiplayer middleware technologies, as well as the Spark! Lobby technology, in their games.

Quazal’s tools are also available for the PS2 and PSP, among other platforms.

Revolution, Sumo on amBX Bandwagon

Word comes from Philips that Revolution Software and Sumo Digital have signed on to develop their games to take advantage of the company’s amBX technology. Here’s a bit on the new technology:

Due for release in May 2006, amBX technology will offer a full ‘sensory surround experience’ to computer and video gamers by empowering developers with the ability to use light, colour, sound, heat and even airflow in the real world during gameplay – creating an Ambient Intelligent environment in the process.

Blending a scripting language, software engine and architecture, amBX has been designed to deliver all-new player experiences through enabled devices such as LED colour-controlled lights, active furniture, fans, heaters, audio and video, all placed strategically around a player’s room. amBX goes even further to provide the support framework for peripheral manufacturers to develop these enabled products, empowering both developers and publishers to amBX-enable and enhance their games.

Devices and peripherals supporting amBX technology will be officially launched this May.