Train2game News VRDB

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2016 is the year that VR becomes available to the masses, and VRDB will be there from the moment the first headsets arrive.

This new medium is a complex beast; its pioneers exploring uncharted territory. VRDB will serve as a guide: what hardware to buy; what games to play; what’s in store for the future of VR.

Not only will this be accomplished with dedicated editorial comprising news, reviews, interviews, and features, but by allowing developers to directly contribute their own content. VRDB isn’t just a site to be read; it is an open platform, a database of knowledge that tracks and highlights the most important developments in virtual reality. It’s a place for both VR enthusiasts and VR creators alike.

Australian-made but with a global reach, VRDB.com is the newest addition to the DBolical Network, which already sees over 6 million monthly visitors across existing sites IndieDB.com and ModDB.com.

Train2Game News New Pokémon Games Announced

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Pokémon Sun and Moon announced during today’s Nintendo direct for Nintendo 3DS.

For 20 years, Pokémon has delighted millions of fans of all ages and has become one of the most successful entertainment brands in the world. During today’s Pokémon Direct presentation, Tsunekazu Ishihara, president and CEO of The Pokémon Company, announced Pokémon Sun and Pokémon Moon, the newest additions to a legendary series that has sold more than 275 million video games since the debut of Pokémon Red and Pokémon Green in 1996 for the Game Boy system in Japan. Developed by GAME FREAK inc., Pokémon Sun and Pokémon Moon will be launching late 2016 exclusively on the Nintendo 3DS family of systems and, for the first time, will offer Traditional and Simplified Chinese as language options.

“The Pokémon core series games are the centre of the Pokémon universe and provide some of the most memorable Pokémon moments for our fans,” said J.C. Smith, senior director of Consumer Marketing at The Pokémon Company International. “I can’t wait to see what fans think of the new adventures they’ll find in Pokémon Sun and Pokémon Moon.” 

Pokémon Sun and Pokémon Moon will also have Pokémon Bank functionality. This online storage application will make it possible for fans to move Pokémon wirelessly from Pokémon Red, Pokémon Blue, and Pokémon Yellow, which come to the Virtual Console on Nintendo 3DS on February 27, to Pokémon Sun and Pokémon Moon. Pokémon from Pokémon Omega Ruby, Pokémon Alpha Sapphire, Pokémon X, and Pokémon Y can also be transferred to Pokémon Sun and Pokémon Moon through Pokémon Bank. More details about this exciting feature can be found here: Pokemon.co.uk/bank

For more information, please visit : Pokemon.co.uk/SunMoon

To view the trailer, follow this link: http://bit.ly/1R72eFb

To view the Pokémon Direct in its entirety, visit: http://nintendo.co.uk/nintendodirect

Train2Game News Far Cry Primal Language Session

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Cha Winja warhamas!

Translation: “We speak Wenja here!”

Wenja?

It isn’t surprising that only a very few people — so far, at least — recognize “Wenja” as a language. Even fewer can speak Wenja. But after a teaching session next week, the University of Kentucky campus could harbor the single largest concentration of Wenja speakers in the world.

Two UK assistant professors of linguistics — Andrew and Brenna Byrd — are intimately familiar with Wenja. They imagined and brought to life Wenja and other prehistoric-sounding languages for the new video game “everybody” is talking about, “Far Cry Primal©” by Ubisoft, released earlier this week. People are talking because “Far Cry Primal” is a rarity in the gaming world. The 10,000-year-old world focuses on survival violence, without guns, without cars.

Designing a realistic world, not just a game, was the goal of “Far Cry Primal” engineers. They wanted to create a world that could have conceivably existed in our dim past, 10,000 years ago to be exact. They consulted paleontologists, who helped the designers and artists fill their imaginary world with the plants and animals that actually existed in 10,000 BCE. They populated their world with mammoths and saber toothed tigers — and three tribes of interacting prehistoric homo sapiens. To interact, the humans had to communicate.

Unless they wanted to be restricted to grunts, communication obviously required some sort of language, but everything the designers tried sounded trite or just plain wrong, either too much like modern man or too much like science fiction. That’s when they discovered UK linguist  Andrew Byrd and his research into ancient languages, including his online reading of fables in Proto-Indo-European, a language that hasn’t been heard in 5,000 years or more. Then, they discovered Byrd’s wife Brenna was also a linguist, but one who focused more on teaching foreign languages. Ubisoft designers rejoiced. They had found what they needed, an expert to create an ancient-sounding language and a second expert to teach the Stone Age languages to the actors who would bring their Primal world to life.  

Andrew and  Brenna Byrd did not create Wenja as an imaginary alien language of grunts and snarls, as heard in countless television shows and movies. They created Wenja based on two lifetimes of researching ancient languages, including Proto-Indo-European (PIE).

“Scholars have known for some time that a number of languages spoken in Europe and Asia derive from a common source, which was likely spoken in the Russian Steppes 6 to 8,000 years ago,” said Andrew Byrd, an assistant professor in English and linguistics.

But Andrew and Brenna Byrd needed something even older, a language spoken with a mammoth trumpeting in the background.

“We had to ‘translate’ backwards in time. We needed to create a proto-PIE language, a language that may have been spoken about 7,000 years before PIE existed. Brenna and I used what we knew about PIE to imagine what an earlier version of that word may have been,” Andrew Byrd said.

“The hardest, but probably most fun, part,” he said, “was coming up with appropriate war cries, celebratory chants, curse words. More often than not, it was the actors who created these phrases (‘Nuha!) or PIE itself (‘Hasa!’).”

The couple created a true — though imagined — language of more than 40,000 words with established grammar, syntax and structure. Then, it was Brenna’s job to teach that language to a group of actors. She submerged them in the language immediately, encouraging them to live the language to breathe life into it again. And suddenly, it just was.

“They began speaking to each other in Wenja off the set, in their spare time. Or bringing me the script and asking if that was what the character would really say. They weren’t just memorizing the lines. They were speaking the language,” Brenna Byrd said. “That’s when this hypothetical ancient language — just a jumble of sounds, really — began to feel tangible, natural, a living language.”

Andrew pointed out the three things that made this”Far Cry Primal” so important to even the academic world: first time PIE has been used since it was spoken thousands of year ago and the first time a video game has been created in a constructed, prehistoric language.

“Besides,” he said, “it’s just plain fun, more primal to scream as you attack an enemy ‘u mi-gwaru hada’ instead of ‘eat my spear.’” 

UK students can enjoy a taste of that same experience. From 4 to 5:30 p.m. Wednesday, March 2, in White Hall Classroom Building, room 114, Andrew and Brenna Byrd will explain in more detail their incredible journey back in time with “Far Cry Primal.” Along with a few surprises here and there, there will be an abbreviated lesson in Wenja.

http://uknow.uky.edu/content/uk-professors-go-primal-far-cry-

Train2game Multiplay Job Opportunity

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Multiplay, organiser of the UK’s largest gaming festival, Insomnia, and a subsidiary of GAME Digital plc (“GAME Digital”), the UK’s leading video gaming specialist retailer, is challenging job applicants to prove their online gaming knowledge and abilities against Craig Fletcher, Founder and CEO of Multiplay, in return for potential employment at the high-tech company based in Blackfield.

Craig Fletcher, a former medical student, abandoned his studies for his hobby, online gaming, and developed it into a highly successful business that he is passionate about, located in New Forest, Hampshire, UK. Insomnia Gaming Festival, which started out as a LAN party between friends and family, has rapidly grown and now attracts crowds of over 37,000 gamers at one time. Multiplay are recruiting new staff as the company continually develops, and in a form of unique interviewing, the CEO is personally challenging applicants at online gaming which integrates with one of Insomnia’s key pillars, LAN gaming.

Craig Fletcher, also known as Wizzo in the gaming world said; “a head-to-head game is a great way to get to know if new recruits are passionate about online gaming and the games they will be working with. At Multiplay we like to work hard, but play hard too, and we are always looking for the most talented individuals to join our family of ardent online gamers.”

For more information on career opportunities, please visit https://multiplay.com/about/careers/  or https://jobs.game.co.uk/.

Train2game News Broadband Genie Download Research

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UK broadband comparison website Broadband Genie has today released research revealing game downloads and patches discourage many (55%) gamers from a purchase due to long download times, with 22% saying anything over 10GB is too much.

Many recent triple-A games have been as large as 46GB to download, whilst expansions and patches can be anything from a few MB to more than 15GB.

The average broadband speed in countries such as the UK, US and Germany is around 13Mb, while many other countries around the world fall far below that. On a 13Mb connection a 40GB game will take around 7 hours to download assuming the connection runs at full speed the entire time, but in reality the actual download time could be much longer due to other activity on the connection and network congestion.

Rob Hilborn, head of strategy at Broadband Genie, says: “Games have exploded in size in the past few years, yet broadband speeds across the world are struggling to keep pace. With exclusive digital deals and more games coming with day-one patches and regular updates, gamers have to suck up the long wait times or be excluded altogether.

“This is only going to get worse for those on slow connections as games continue to bloat and become increasingly reliant on fast broadband. Some gamers will be excluded from access to good deals, expansions and online multiplayer. But unfortunately there’s no easy fix for consumers as the onus is on governments and providers to speed up the rollout of fast broadband.”

The survey also revealed PlayStation gamers are more likely to take advantage of its digital store (54%) than Xbox users (41%). However the majority (72%) still think physical copies provide the best value, but digital has the advantage of offering faster access to games and a wider range of titles.

Rob continues: “ The digital stores on the current generation of console are much more user friendly than their predecessors, so it’s no surprise to see users taking advantage of them. Only the other day we heard Fallout 4 sold more digitally than through retail on day one, which is amazing.

“Unfortunately, unlike Steam on the PC, the Playstation Network and Xbox Store have fewer big sale events and charge full price on new releases for the convenience of being able to download them, which means in most cases you’re still better off buying a boxed copy if you want the best value.”

Train2game News Jay and Silent Bob Game Funding

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Jump into the shoes of Lunch Box and Mr. Snoogans! The team at Interabang Entertainment is making a Jay and Silent Bob video game, called Jay and Silent Bob: Chronic Blunt Punch!

Longtime fans of Kevin Smith’s Askew-niverse, the Interabang team is creating a game that captures the satire and irreverence of the movies and brings back the tone of the gone-before-its-time Clerks cartoon series. To kick off the project, Interabang Entertainment and Fig Publishing are giving fans a chance to get involved through a rewards and investment crowdfunding campaign for Jay and Silent Bob: Chronic Blunt Punch on the Fig platform (www.fig.co ).

In Jay and Silent Bob: Chronic Blunt Punch, players get into a tag team combo fight fest and wreak havoc on their foes with fists, feet, and the magic of self-esteem-destroying jibes while embarking on a mission to find their long-lost pot customers trapped in an Orwellian mega super shopping mall. The mall turns out to be a Utopian labyrinth with apartments, restaurants, hospitals and everything that a post-World War II nuclear bunker would contain—with a candy coating of fun.

Jay and Silent Bob: Chronic Blunt Punch is a colorful side-scrolling 2.5D, over-the-top multiplayer tag-team brawler whose action escalates as the player travels deeper into the mall of purgatory. The team is creating the narrative through environment, design, combat and a new conversation combat system called the Convo Combo mode. This mechanic changes the dynamics of enemy showdowns through cutting insults combined with an intricate facial animation system that bonds dynamic fighting with timed phrase matching. This delivers a completely different kind of storytelling experience. Jay and Silent Bob: Chronic Blunt Punch also includes co-op play, where players finish each other’s combos, and create havoc in the world’s largest mall.

“People have asked me for years why I never made a Jay and Silent Bob video game,” said Kevin Smith.  “Now I can tell them I was waiting for Justin Woodward from Interabang Entertainment and our own Elias to bring it together.  Couldn’t be happier to hand our characters off to folks who know them as well as I do.”

“Kevin Smith’s films have long inspired our team,” said Interabang founder Justin Woodward.  “During development for our first game, we’d take breaks to watch them back to back. The iconic characters, hilarious dialogue, and sheer surrealism of the Askew-niverse got us through rough patches during development and life’s struggles. We kept coming back to thinking about how amazing it would be to see Jay and Silent Bob in a game like the ones we design, and we’re amazed that we have this opportunity now.”

“The first time I heard about Justin creating a game based on Jay and Silent Bob, I wanted it to be a Fig campaign. I mean, Kevin Smith and Jason Mewes in a Castle Crasher style brawler, fighting with fists, feet and insults – what’s not to like?!” said Justin Bailey, CEO, Fig. “This campaign will provide traditional rewards, and accept accredited investment as well as unaccredited reservations which will be collected once they are re-confirmed after the SEC filing process is complete.”

Beginning today at 9AM PT, anyone can help fund the project at Fig.co, the only video game-centric funding platform that offers investment and rewards-based crowdfunding. Fig.co provides game studios and their fans with a more balanced and sustainable approach to game development that helps unite fans, investors and developers.

The Fig campaign funding goal for Jay and Silent Bob: Chronic Blunt Punch is $400K and the campaign is open to investment (through Game Shares to be offered by Fig Publishing) and rewards (being offered by Interabang). Rewards range from premium digital goodies and new action figures based on designs from the game, to signed custom Kevin Smith-style jerseys and a walk-on in Kevin Smith’s next movie!

Train2game News The Division Beta Success

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Today, Ubisoft® announced that 6.4 million players participated in the Beta for Tom Clancy’s The Division™, making it the biggest beta ever for a new IP on current generation platforms.

The Division launches for PlayStation®4 computer entertainment system, and Xbox One and Windows PC on March 8th. 

On average, players spent 4 hours and 52 minutes as an activated sleeper agent, journeying through The Division’s pandemic-stricken New York City. More than one third of that time was spent in The Division’s unique and challenging player-versus-player (PVP) environment, the Dark Zone, with more than 2.5 million players going rogue.

The Beta was an opportunity for Ubisoft to test its online infrastructure as well as changes and updates made to the game. It also served as a chance for millions of players to try the game for the first time and provide their feedback to Ubisoft. With record breaking participation and engagement, Ubisoft is now looking ahead to The Division’s official release next month.

“We want to thank the millions of people who joined in on The Division’s Open Beta,” said, Magnus Jansen, creative director. “We hope everybody enjoyed playing, and we think the beta is going to help ensure a great launch for the game. We’re looking forward to everyone getting their hands on the full game when The Division is released on March 8th.”

The Division team thanked fans and offered more details here: http://tomclancy-thedivision.ubi.com/game

Train2Game News UK Top 20 Games – 22.02.16

cod_blackops3This weeks number one is still Call of Duty Black Ops 3 but we have a new number two with Street Fighter V. Lower down the chart is Pokemon Super Mystery Dungeon at number nine.

All formats
Week ending 20 February 2016

POS.  TITLE  PUBLISHER  LAST
WEEK 
1 CALL OF DUTY: BLACK OPS III ACTIVISION 1
2 STREET FIGHTER V CAPCOM
3 FIFA 16 EA SPORTS 3
4 LEGO MARVEL AVENGERS WARNER BROS. INTERACTIVE 2
5 GRAND THEFT AUTO V ROCKSTAR 4
6 STAR WARS BATTLEFRONT EA GAMES 5
7 FALLOUT 4 BETHESDA SOFTWORKS 8
8 TOM CLANCY’S RAINBOW 6: SIEGE UBISOFT 6
9 POKEMON SUPER MYSTERY DUNGEON NINTENDO
10 MINECRAFT: STORY MODE TELLTALE GAMES 10
11 ASSASSIN’S CREED: SYNDICATE UBISOFT 9
12 JUST CAUSE 3 SQUARE ENIX 7
13 WWE 2K16 2K 20
14 MINECRAFT: XBOX EDITION MICROSOFT 13
15 DESTINY: THE TAKEN KING ACTIVISION 11
16 LEGO JURASSIC WORLD WARNER BROS. INTERACTIVE 12
17 MINECRAFT: PLAYSTATION EDITION SONY COMPUTER ENT. 14
18 NEED FOR SPEED EA GAMES 17
19 FORZA MOTORSPORT 6 MICROSOFT 16
20 DISNEY INFINITY 3.0 DISNEY INFINITY 18
< previous week
Leisure software charts compiled by Chart Track, (C)2016 UKIE Ltd

These charts cannot be reproduced either in print or online without obtaining permission from Ukie. If you wish to reproduce the charts in print or online, please contact david.smith@ukie.org.uk for the appropriate license.

Train2game News Student working with Theory Studios

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Ezekiel Morris gaining valuable experience by volunteering with studio and working on film projects.

Student Ezekiel Morris is working with animation collective Theory Studios to gain valuable experience as he embarks on his games making journey.

Ezekiel is working as a concept artist for the US team and not currently employed. He has been working on film projects and hopes the experience will be another string to his bow as he looks to gain full time employment in the future.

Theory Studios is an award-winning studio with a team based around the world, producing: commercials, cartoons, and high-quality visual effects.

Ezekiel Morris, Train2Game student: ‘I’m working as a Concept Artist for the Theory Studios but not employed at this time. I am finding it alright actually.  The people are friendly, down to earth; they have a lot of passion and respect. I’m learning some new stuff, it’s a new opportunities with new people.’

‘I’m experiencing good things. My ambition is to break my own records to outpace my yesterday by being better today, to do my work with more force and power now more than ever. I got the position by networking and volunteering. My advice for others is start networking, volunteering and collaborating on small projects.’

‘Studying with Train2Game I’ve learnt how to use different modelling techniques in 3Ds max to speed up my workflow. I am concentrating on other projects at the moment so my work on the course has slown down.’

‘I’m not working on any games at the moment just Film Animation. But I can’t tell you what the projects are, watch this space.’

http://theorystudios.com

www.train2game.com

For more information contact mark@train2game.com
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