Train2Game News: Borderlands 2 Game of the Year Edition

borderlands 22K and Gearbox Software announced that the Borderlands 2 Game of the Year Edition is now available on all platforms in North America, and will be available internationally on October 11, 2013.

Boasting over $100 of gameplay content for only $59.99, players have never had a better opportunity to get their hands on the critically acclaimed Borderlands 2, all of the Season Pass content, two additional character classes, plus more for such an outstanding value.

The Borderlands 2 Game of the Year Edition gives players the ability to take each of the six playable Vault Hunters to new levels, enjoy hundreds of hours of shoot-and-loot mayhem, and play each of the four highly popular add-on campaigns, all in one action-packed bundle. The Game of the Year Edition includes:

  • Borderlands 2 main game;
  • Captain Scarlett and her Pirate’s Booty;
  • Mr. Torgue’s Campaign of Carnage;
  • Sir Hammerlock’s Big Game Hunt;
  • Tiny Tina’s Assault on Dragon Keep;
  • Creature Slaughter Dome;
  • Premiere Club Content:
    • Gaige, the Mechromancer Character Class;
    • Gearbox Gun Pack;
    • Golden Key;
    • Vault Hunter’s Relic;
  • Krieg, the Psycho Character Class;
  • Collector’s Edition Heads and Skins;
  • Contraband Sky Rocket Grenade;
  • Ultimate Vault Hunter Upgrade Pack 1.

“The passionate support from Borderlands 2 fans continues to blow us away and allows us to offer the most value-packed Game of the Year Edition we have ever published,” said Christoph Hartman, president of 2K. “Our friends at Gearbox Software continue expanding the world of Pandora, and together we will continue bringing gamers the best shoot-and-loot mayhem possible.”

This is one of the most entertaining games I have played and if you liked the first one you will love this one, including all the DLC.

Train2Game News: Grand Theft Auto V breaks several world records

GTA VGrand Theft Auto V has managed to break a total of seven world record all with in a week of the game being launched.

Rockstar North’s epic crime adventure previously earned the Guinness World Record for ‘most viewed trailer for an action-adventure videogame’.

Now its massive first-day sales figures have earned the game a further six awards. The full list of awards now currently held by Grand Theft Auto V are as follows:

  • Best-selling action-adventure videogame in 24 hours
  • Best-selling videogame in 24 hours
  • Fastest entertainment property to gross $1 billion
  • Fastest videogame to gross $1 billion
  • Highest grossing videogame in 24 hours
  • Highest revenue generated by an entertainment product in 24 hours
  • Most viewed trailer for an action-adventure videogame

According to official figures, GTA 5 sold 11.21 million units in its first 24 hours and generated revenue of $815.7 million (£511.8 million), eventually reaching $1 billion (£624.45 million) in sales after just three days.

Sales of the game in the UK led to a 45 per cent year-on-year increase in game sales for September, marking the first time the British games retail sector recorded an increase in spending since December 2008.

A week after its release, Cowen & Company analyst Doug Creutz stated that sales had likely exceeded 15 million worldwide and were predicted to surpass 25 million within the game’s first year of release.

After completing the main story line last night there is no doubt in my mind that it deserves all the attention and accolades it has been getting. I could not recommend this game more.

Train2Game News: Google Glass Gaming

Google GlassSince Google’s Glass was unveiled in 2011, the impact it may have on gaming has been the subject of much imaginative speculation.

The public’s thirst for wearable gadgetry has been fuelled by concept videos showing a walk to work reimagined as a first-person shooter and commentators predicting bold new AR-based genres.

One studio that is closer than most to knowing the answer is AMA, the French developer of Glass game Escape, which enjoyed much attention at this year’s GDC Europe and Gamescom.

The game is by necessity a simple creation; something of a hybrid of arcade icon Frogger and tabletop classic peg solitaire. Escape is controlled through Glass’ touch sensitive side panel, and offers just a glimpse of what might be possible with hardware you can wear.

Escape’s status as the first Google Glass game is difficult to establish when the hardware is yet to enjoy a true consumer release; BrickSimple’s GlassBattle, for example, was shown before Escape, but ‘release date’ rarely means much on tech still in development.

What does matter is that AMA has made a Glass game, and that puts them in extremely limited company. Indeed, their unit is one of only a handful in Europe outside of Google’s laboratories. What’s more, along with Escape, they have another three Glass games and app prototypes underway.

“Wearable technology is by itself very exciting,” offers AMA’s head of production Guillaume Campion. “And this is just the beginning. Google Glass is a great platform to start with. Even if the design and the interface are very new and innovative, the hardware and the fact that it runs on Ice Cream Sandwich are pretty common.

“This is really a key point that allows us to focus on what is major, [for example], the user interface display. As a games developer, we love to brainstorm about new gameplay, new game mechanics, so working on such a new device is definitely the kind of challenge we look forward to when choosing to work in this industry.”

The future of Google Glass could revolutionise the gaming industry as we know it depending on how widely accepted it becomes.

Train2Game News: Dungeon Defenders 2

Dungeon Defenders 2Trendy Entertainment, creators of the critically acclaimed tower defense title Dungeon Defenders, today announced it has hit the reset button in the development of its highly anticipated sequel, Dungeon Defenders II, removing the MOBA-elements and instead focusing on what fans really want to see-the evolution of the action tower defense genre.

Scheduled for soft launch this spring, Dungeon Defenders II is a roleplaying and tower defense title that vastly improves upon the foundations of the first game. A core pillar of Trendy’s new project is getting fans directly involved in how they evolve and develop the sequel. This recent shift in direction is just one example of how Trendy plans to incorporate their community’s feedback into Dungeon Defenders II.

“We’ve been listening very closely to our community, getting feedback from fans of the first game on what they want to see in a sequel, and we realized we needed a shift in our development focus,” said Philip Asher, Marketing Director at Trendy Entertainment. “We had strayed from making the kind of game fans wanted and the kind of game we wanted to develop. So, we’ve nixed the MOBA-style of gameplay and other ‘extra’ features we were talking about and instead are making the sequel we all want to play. We’re improving everything we loved about Dungeon Defenders, one step at a time. First we’re going through the core gameplay experience; injecting more meaningful decisions and moments into the minute to minute gameplay that you’ll want to share with your friends. Then, in late October we’re going to kick off our first major community initiative to get fans involved in the development of the game, and start working with them to make the roleplaying and item systems as satisfying as possible.”

In Dungeon Defenders II, the land of Etheria has been invaded by the Old Ones and players must rally, alone or with friends, against the invasion.. The game features brand new combat and tower placement systems that synchronize the roleplaying, action, and tower defense elements of the first game for more visceral and strategic gameplay. New defense and ability interactions make for exciting, emergent gameplay and new environmental traps increase variety and strategic planning throughout each level in the game. The team is also working on a completely new mission structure and content release strategy which will revolve around the way the community wants to play.

“Imagine dousing a crowd of enemies with oil and then the Apprentice’s flameburst tower hitting one of them with a flame bolt, lighting them all up! Or a trap launching an orc into the sky, only to be frozen and then shatter after crashing to the ground. We’re creating these synergistic systems as a way to allow players to discover and share new ways to play the game: whether it’s finding a new piece of gear that creates a whole new defensive strategy to a map or improving defenses in a way that makes you completely rethink your entire setup, we want the combat and roleplaying elements to shape how you defend Etheria.” said Daniel Haddad, Lead Content Designer.

Dungeon Defenders II is currently in development for PC, Mac & Linux, and scheduled for soft launch as a free-to-play title next Spring.

You can enjoy a teaser trailer below

For more information, visit www.dungeondefenders2.com

Train2Game News: Valve Steam Machine specs

ValveValve has confirmed the specifications of its Steam Machine prototype boxes, which will be sent out later this year.

300 of the devices will be sent to testers in a closed hardware beta, and will include the also-announced Steam Controller.

“The prototype machine is a high-end, high-performance box, built out of off-the-shelf PC parts,” said Valve in a statement.

“It is also fully upgradable, allowing any user to swap out the GPU, hard drive, CPU, even the motherboard if you really want to.”

“Apart from the custom enclosure, anyone can go and build exactly the same machine by shopping for components and assembling it themselves. And we expect that at least a few people will do just that.”

All of the “high-end, high-performance” boxes will run Valve’s Linux-based SteamOS operating system, but the cases will be made by a variety of manufacturers.

Valve’s list of the internal components of the Machines is as follows:

•    GPU: Some units with NVidia Titan, some GTX780, some GTX760, and some GTX660

•    CPU: Some boxes with Intel i7-4770, some i5-4570, and some i3

•    RAM: 16GB DDR3-1600 (CPU), 3GB DDR5 (GPU)

•    Storage: 1TB/8GB Hybrid SSHD

•    Power Supply: Internal 450w 80Plus Gold

•    Dimensions: Approx. 12×12.4×2.9-inches high

“This design is not meant to serve the needs of all of the tens of millions of Steam users,” added Valve on the details.

“It may, however, be the kind of machine that a significant percentage of Steam users would actually want to purchase – those who want plenty of performance in a high-end living room package”

“Many others would opt for machines that have been more carefully designed to cost less, or to be tiny, or super quiet, and there will be Steam Machines that fit those descriptions.”

Train2Game News: Scottish Games Network launched

Brian BaglowScotland’s video games industry, was transformed yesterday, with the launch of the Scottish Games Network, as the official industry body for the entire sector in Scotland.

The Scottish Games Network now offers a single unified and strategic contact point for Scotland’s diverse games sector, as well as opening the sector up to the wider cultural and creative industries, both nationally and globally.

The Scottish Games Network is open to every company and organisation involved in the video games and interactive industries. Not simply developers, but technology companies, animation specialists, audio companies, publishers, retailers, media, freelance staff, contractors, academic institutions and the government.

The organisation pro-actively identifies new projects and opportunities to enable the games sector to grow, evolve and prosper, moving beyond advocacy and representation to pull together the individuals, companies and organisations across the country, providing strategic insight, research, create new opportunities and organise incredibly cool events…

The Scottish Games Network was established in 2005 as a grass roots sector-specific community. It has grown and evolved rapidly to become the recognised organisation and focal point for the country’s video games industry, with over 90 game development studios, more than 130 games-related companies and around 5,000 individual members across multiple channels.

Scotland has a unique infrastructure, differing from the rest of the UK. There are over 35 commercial, cultural, educational and academic organisations across the public and private sectors in this country, which are actively involved in the games and interactive sector.

The Scottish Games Network is keen to work with all of these organisations and companies, building greater collaboration, communication, understanding and opportunities for Scotland as a whole. The SGN will also work closely with the existing video games industry bodies, creating links, affiliations and memberships, sharing information and ensuring collaboration wherever possible.

Scotland’s games industry has been a pioneer since the late 1980s, when it boasted six studios producing titles including Lemmings, Grand Theft Auto, Crackdown, HEDZ, Formula 1, Braveheart, Midnight Pool, Harry Potter Quidditch and many more.

Since then the industry has grown to nearly 100 independent studios, producing titles for every platform and device from smartphones and tablets to the next generation of games consoles. This includes, Rockstar North, the creator of GTA V, the largest entertainment product in the world, which generated over $1Bn in sales in its first three days on sale in September 2013. In 2012 there was at least one game released every week by development studios in Scotland – and that number is growing.

Founded by Brian Baglow, the network is now an officially incorporated organisation, with Brian as Director. Brian has worked in the games industry in Scotland since 1994, has been a constant advocate and media presence in the sector, and has worked with almost each and every company, organisation, educational institution and industry-relevant event in the country.

Baglow says, “The original Scottishgames.net was founded as a community to enable the growing games industry in Scotland to ask questions, discuss the industry and meet peers and colleagues. It has grown since then to become the focal point for the industry as a whole.”

We are now in the position where there are multiple organisations interacting with the games sector, from government, parliament and the public sector, to the wider digital, screen and creative industries. To enable and support this, the Scottish Games Network has become an official and committed full-time company.”

Our goal is, very simply, to help the country’s games industry grow and prosper. We will be working with government, the public sector and other trade bodies to provide data, expertise and insight into the games industry, as well as helping the industry open itself up to the wider creative world, fostering new partnerships, collaboration, diversity, funding; and encouraging entirely new experiences.”

Train2Game News: SpecialEffect raising money for futuristic eye control technology

SpecialEffect Gaming charity, SpecialEffect, need your help in raising money to afford some futuristic equipment to help change deserving gamers lives.

The charity has setup a Gambitious page to help receive funding to purchase a very special eye control gaming system. There are a range of different eye-control devices available, but your donations would help purchase a product designed specifically to suit a range of needs for disabled people, such as those with locked-in syndrome, motor neurone disease, muscular dystrophy and cerebral palsy.

Everyone’s needs are different, and making eye-control work successfully, especially in the cases of complex disability, is rarely a simple task. SpecialEffect has been working with eye-control technology and complex disability since the charity was founded in 2007. Founder, Dr Mick Donegan, is an acknowledged world leader in the development and application of eye-controlled technology. Thanks to the charity’s expertise and experience, it’s in a strong position to be able to use this technology successfully with a range of different people.

SpecialEffect has already had great success in using the eye-control technology like with young Henry. His parents contacted the charity after hearing about eye-controlled computers and wondered if the technology could benefit their son. Henry and his family were invited to the SpecialEffect GamesRoom in Oxford and they had a wonderful afternoon being introduced to simple eye-controlled activities.

“The look on Henry’s face when he first used the eye-gaze to control something on a screen was indescribable,” said Henry’s father Rob. “For the first time he could play with something completely ‘on his own’. It was a landmark moment for us as a family.”

Soon afterwards, SpecialEffect visited Henry at home and set up an eye-controlled computer for him to borrow, and before long he was enjoying a range of eye-control games as well as playing with a toy train set, just by moving his eyes.

It is a very worth while charity to help out and if you want to donate you can do so at https://gambitious.com/projects/3576-playing-with-your-eyes

Train2Game News: UK Top 20 Games – 07.10.13

FIFA 14FIFA 14 remains at number one, holding off GTA V for a second week as the gap between the two closes to around 31K units.  GTA V has to settle for second place, but can content itself with the knowledge that after just three weeks on sale it has already eclipsed GTA IV’s lifetime total to become the 12th biggest selling game of all time.  It’s even more impressive in terms of revenue, as GTA V now occupies the number five spot behind 4 Call of Dutys, almost equalling the total of Call of Duty: Black Ops.

Despite 4 new releases in the Top 10 there is still a large sales gap between the Top two and the rest of the chasing pack.  Codemasters/Namco Bandai have this week’s highest new entry with the multi-format F1 2013 debuting one place ahead of Nintendo’s The Legend of Zelda: The Wind Waker which re-appears at number four thanks to an enhanced HD version for Wii U.  The other newcomers are NBA 2K14 at seventh and Just Dance 2014 at nine.  Half the Top 10 this week is made up of sequels to games that were in the Top 10 the same week last year.

All formats

Week ending 5 October 2013

POS.  TITLE  PUBLISHER  LAST 
 WEEK 
1  –  FIFA 14 EA SPORTS 1
2  –  GRAND THEFT AUTO V ROCKSTAR 2
3    F1 2013 CODEMASTERS
4    THE LEGEND OF ZELDA: THE WIND WAKER NINTENDO
5    MINECRAFT: XBOX 360 EDITION MICROSOFT 3
6  –  DISNEY INFINITY DISNEY INFINITY 6
7    NBA 2K14 2K SPORTS
8    TOM CLANCY’S SPLINTER CELL: BLACKLIST UBISOFT 7
9    JUST DANCE 2014 UBISOFT
10    PRO EVOLUTION SOCCER 2014 KONAMI 4
11    SAINTS ROW IV DEEP SILVER 8
12    THE LAST OF US SONY COMPUTER ENT. 5
13  –  LEGO BATMAN 2: DC SUPER HEROES WARNER BROS. INTERACTIVE 13
14    MAX PAYNE 3 ROCKSTAR 15
15    DIABLO III BLIZZARD 9
16    CALL OF DUTY: BLACK OPS II ACTIVISION 11
17    RAYMAN LEGENDS UBISOFT 10
18    ANIMAL CROSSING: NEW LEAF NINTENDO 20
19  –  TOMB RAIDER SQUARE ENIX 19
20    MEDAL OF HONOR: WARFIGHTER EA GAMES
< previous week  
Leisure software charts compiled by Chart Track, (C)2013 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: Train2Game Radio talks to Phil Langdon

Phil LangdonI spoke to Phil Langdon yesterday who has lead quite a varied life in his lead up to joining Train2Game.

Phil spoke to me about his past careers, how Train2Game has helped him and his new game which you can download from here.

To listen to part one of the interview go here: https://audioboo.fm/boos/1640536-train2game-student-phil-langdon-talks-to-t2g-radio-part-1

Part two is here: https://audioboo.fm/boos/1640517-train2game-student-phil-langdon-talks-to-t2g-radio-part-2

OR read the transcript below:

Hello my name’s Phil Langdon, I’m doing a games designer course and I’m from London.

Hi Phil. How you doing mate?

Yeah very well thanks Mark. How are you doing?

I’m good cheers bud. So tell me a little about yourself then?

I’m forty three at the moment and I’ve done quite a few things in my life. I started off as a graphics designer in the eighties but lost touch with the computing side of it, I was doing the manual side of it, screen printing and sign writing. Then because the industry kind of died I thought to change what I was doing so I went to University and did a Maths and Physics degree, hoping that would get me a better job! It didn’t really work out like that and I am still doing bits and pieces of grafting just to make some money. Since then I was working for a firm exporting diesel engine parts and it gave me a back injury so basically it left me in my flat by myself, well I’m living with a girlfriend but I’m basically by myself. I thought to do a game designer course with Train2Game because I had what I thought was a really good idea for a game and with my design and mathematical background I thought it would be OK to get in to games, so Train2Game gave me that opportunity and that’s where I find myself today.

How have you been finding the course then since moving on to it?

To be honest, I find it quite easy in general. It’s probably because I’ve got a Mathematical background, I know graphics, I know visual communication and advertising and I’ve been in to games since I was eight years old I suppose, 1978 when Space Invaders came out and there was a massive explosion. I remember it vividly and I absolutely loved it to be honest. I saw the way games have gone over the years, I’ve been analysing it all the time and I never really thought I could get into it because in the late eighties, the issue went from being a hands on graphic designer with pen and paper to somebody who uses great computer programmes that I didn’t have access to. I always thought I’d never be able to get in to it but that’s completely changed. I find the course to be extremely relevant, everything is purtenant, I recognise everything in the course so far as being purtenant to the course. For me it’s quite but maybe that’s because I’m forty three, I don’t know. I find it very enjoyable, really enjoyable and I just get straight in to it whenever I get it out.

Excellent. It sounds like you’ve had quite a bit of experience and stuff with it then so is it coming in to your games design, those past experiences you’ve had?

Yeah, I just made a game purely based on an idea I had in spring just after I finished learning how to use Game Maker in the first part of the course. That was absolutely invaluable because they gave me an instant hands on means of creating something from my own imagination using my own skill. I think that was probably the best part of the course for me, a huge learning curve in terms of what goes in to a game, how it’s made, how you put things together, how you create the illusions.

Did you use Game Maker to create the game you had been designing then did you?

Well I’ve got four or five different game ideas but I just had one when I was going to sleep one night and I suddenly realised I could actually create it using Game Maker. What I saw in my mind, I thought that would be a fun little game and I know that Game Maker can produce that sort of a game because it is a combination of three different styles that Game Maker is really good at: Platformers, Top Down Shooting and the maze idea. I thought to combine all three, it’s a tendency of mine to use everything a programme has got and combine it in a way I’ve never seen before.

It gets the most potential out of something if you use everything.

Exactly! It’s not something good just to do that for the sake of it but if it’s required by your game idea then you’ve gotta do it.

So have you started creating that now have you with Game Maker?

Yeah it’s basically finished. I’ve got, in my opinion, an Alpha version so I put it out on the forum and I’ve already got some really interesting feedback on it and I’ve tweaked it as a result. Something was said that was really interesting that when you play your own game over and over again because you need to play test it before you present it to anyone, you end up making it really difficult because it becomes to easy as you know where everything is, you know how to defeat everything etcetera etcetera. So you need the feedback to bring you back down to Earth a little and make it some what easier which is what I’ve done.

What are your future plans for the game?

For this game the original intention would be this would be perfect for an iPad game or a mobile phone game and that’s the intention for it. Even though I’m a graphic artist and designer I can’t do really beautiful computer graphic as that’s something I’m still learning to do. So I’d want someone else to come in and help publish it and develop it a little in another studio.

So are you going to look in to the Train2Game well of students to try and find a nice artist for yourself?

Yeah, I didn’t know how far to go with that because my sister works in the industry already, She’s an animator, she’s been doing that for twenty years and she is working on adverts, doing graphics for adverts but she went to art college and had the qualifications to get in to that which I didn’t. So I’ve seen it from the inside and I know that a lot of people expect to be paid.

So finally, what do you want the future to hold for yourself?

To be honest I’d like to have my own studio with a bunch of guys and girls creating some really fun games, that’s what I’m into. I’m a bit of an indulger so when it comes to gaming it’s got to be great fun and engaging no matter what style or format it is. It’s enthusiasm to play it, that’s what I want to bring to the game. So I’d like a little studio with a bunch of people and go from there, that would be fantastic.

Yeah well good luck with everything in the future then Phil and we will talk to you soon!

OK thank you so much Mark, appreciate your time.

Train2Game News: DreamSpark Booklet

DreamSparkTrain2Game have released a small simple booklet detailing the benefits of DreamSpark and how it is benefiting Train2Game student studio, Gallant Cloud.

You can view the booklet below.