Joker.Si V Na{I Oznanilni Rubriki Je Vin Diesel, Ta Adonis Druga~E Smo Se Pa Kar Zabavali Ob Delanju Tele 21

Total Page:16

File Type:pdf, Size:1020Kb

Joker.Si V Na{I Oznanilni Rubriki Je Vin Diesel, Ta Adonis Druga~E Smo Se Pa Kar Zabavali Ob Delanju Tele 21 Naslovnica 178:Naslovnica 170 5/11/08 7:44 PM Page 1 Lestvina:Lestvina 5/12/08 4:44 PM Page 52 Neodvisnice:Layout 1 5/11/08 6:20 PM Page 67 Kazaljko uvodnjak:Kazaljko uvodnjak 5/12/08 4:37 PM Page 4 KAZALJKO {tevilka 178 OZNANILA maj 2008 http://www.joker.si V na{i oznanilni rubriki je Vin Diesel, ta Adonis Druga~e smo se pa kar zabavali ob delanju tele 21. stoletja z bardovo karizmo in vilinsko gra- {tevilke in s hulahopom se nam je pridru`il ce- cioznostjo, omenjen kar trikrat v besedi in lo Yohan. Ki druga~e nosi puloverje in vozi be- naklada: 16.500 kosov enkrat v sliki. To bo {e zbirateljska izdaja! lega folkcvagnovega pola. DRUGA RA^KA SE JI SMEJE kakor se le ra~ka zna IGROVJE, KONZOLEC IZDAJATELJ Alpress d.o.o., Dunajska 5, Ljubljana Lej stari, kwa je mal {pilov: 12 Assassin’s Creed 58 UEFA Euro 2008 (konz.) 70 Me zanima, ~e jih bo junija 20 Turok 59 Time Crisis (konz.) 71 DIREKTOR Trackmania United Forever 52 Rainbow Six Vegas 2 60 Grand Theft Auto 4 (konz.) 72 Samo @argi, telefon: 01 / 473 82 80 UEFA Euro 2008 54 The Club 61 Naslednji~ jih bo ziher ve~. 100 Simon the Sorcerer 4 56 Mario Kart Wii (konz.) 68 posto. Ocena od Endorfuna? 104 NASLOV UREDNI[TVA Dunajska 5, 1000 Ljubljana, [email protected] telefon: 01 / 473 82 83 @ELEZNINA, PROGRAMJE Vista po letu Po Razgledu se ob letu osorej ponovno razgledamo, saj je pri{el servisni paket 1. 62 GLAVNI IN GOVORNI UREDNIK David Tom{i~ DEZIJN™ IN GRAFI^NI PRELOM PREOSTALNIK David Tom{i~ REDIGENT PO CESTI GRE Playstation day 2008 Zalondarili smo na Sonyjevo predstavitev vsega finega leto{njega za PS. 17 ^efurjeva zapu{~ina Zahotelo se nam je ponovno objaviti masirajo~a se zamor~ka. 20 Sergej Hvala Ognjene palice Objavljamo prvi del oro`arskega izobra`evanja. Bolje vedeti, kot uporabljati. 27 REDITELJ NATLA^ENKE™ Strupi v majhnih fla{kah Joker spet podpre neodvisne razvijalce, tokrat na osmih straneh. 34 Matej Jan Lepa rit ni le mit Navi opi{e najnovej{o Nintendovo pogruntav{~ino za tesanje telesa. 64 Pretakanje videa s PCja prek konzole na dnevnosobni teve To ni ~lanek o makrameju. 78 LUSTRATORJA Primo` Bertoncelj, Tanja Semion JOKER CREAM TEAM™ POGOSTO STALNE RUBRI^ICE Aggressor, Case, Uvodnjak 5 \apanezarka 86 LordFebo, Luni, Uma Turban 42 [torija 87 Navi, Sneti, ^rko`er 84 Kra`ka 88 Retro, Yohan Slikosuk 85 Crti~ deluks 90 20 VRSTIC OGLASNO TE@ENJE Bojan Pretnar, telefon: 01 / 473 82 86 [email protected] ODDELEK ZA NARO^NINE telefon: 01 / 473 81 23, 473 81 24 Naro~niki imajo imajo sprva 15% popusta pri pla~evanju na {est mesecev in 20% pri pla~evanju na eno leto. Lestvica nadaljnjih popustov je navedena na na{i spletni strani. Naro~nina se po izteku pla~anega obdobja samodej no po- dalj{a, ~e naro~nik naro~nine ne prekli~e. STISK IN SPENJANJE S KLAMFAMI Tiskarna Schwarz Revija izhaja 15. v mesecu. ISSN 1318-461X Na podlagi zakona o davku na dodano vrednost (Uradni list RS {t. 89/98) sodi farboviti magazin Joker med proizvode, za katere se obra~unava in pla~uje OGLA[EVALCI davek na dodano vrednost po stopnji 8,5%. OGLA[EVALCI Tako kot DDV je tudi DVD sestavni, neodtujljiv del revije! Adacta 16 Eventus 41 Leloo 91 Sisplet 7 © Vsebina revije je avtorsko za{~itena. Pretipkavanje ~lankov, povzemanje misli v Avtera 2 Izid 59 Logitech 55 Simobil 79, 92 pridobitni{ke namene, fotokopiranje ali skeniranje se kaznuje s trajno kastracijo z Bofex 13, 75 Karantanija 3 MTV Adria 16 Threeants 77 zarjavelo in v `abjo slino namo~eno britvico! To velja tudi za APZ, zato se aktivisti in predsedniki tega dr`ite, ~e ne boste evnuhi postali! Colby 9 Kolosej 15, 26 Mobitel 67 ^e to prebere{, ima{ dobre okularje. To pa zato, ker si redno stimulira{ prostato. Ali je{ korenje. Ali oboje. Balkanca na naslovnici je narisala Aljo{a ’ke_kit’ Mar{i~. Pa unega ~apca v analih tudi. maj 2008 4 Kazaljko uvodnjak:Kazaljko uvodnjak 5/12/08 8:48 AM Page 5 UVODNJAK opotovanja dajo lepe izku{nje in pustijo lepe spomine. Najbolj{i del `ivljenja za Povratna karta do San Francisca na istem Lufthansi- take dogodiv{~ine je seveda mladost – di- nem avionu bi pri slovenskem agentu pri{la 900 EUR, ja{ka in (ve~no){tudentska leta, ko {e ni Pzaobljub, otrok, slu`be in kreditov. Tisti po spletu pa smo od{teli nekaj manj od 900 dolarjev, dobr{ni del Jokerjevih bralcev, ki sodi v to kategori- jo, naj si to zapomni. Brezskrbna vremena gredo vse od oka 600 EUR. prehitro mimo in ko ima{ naslednji~ dovolj ~asa, si v tretjem `ivljenjskem obdobju z umetnim kolkom, mehko curo in hemeroidi, ki plapolajo v vetru. Potepati se zategadelj velja ~im ve~, ~etudi samo v (slovenske) kreditne kartice, dasiravno nikjer ne preostanejo Trst, Celovec in Gradec. Izi po drugi stra- obliki avtomobilskega vikend izleta na drug konec omenjajo nobenih dr`avljanskih pogojev. Ampak na- ni leti z Brnika, ravno v ~asu pisanja pa prihajata k domovine. Tanajbolj{e je seveda klatenje po tujem, {e izkustvo s spletnim nakupom se je naposled izka- nam {e dva nova pocenkota. najsi gre za pode`elske avanture na drugem koncu zalo za dobro, saj smo pri (iz)letu v ZDA za svoj kvar- Toda mrzel tu{, ko ugotovi{, da za par kova~ev ipak sveta ali za ogledovanje evropskih mest. tet pri{tedili dobrega jurja evrov. Elektronske karte so ne bo{ letel, je komaj za~el {kropiti. ^etudi si datum- Skupni imenovalec ve~ine takih podvigov je letalski delovale in rentacar ter hotelske sobe, ki smo jih zara- sko prilagodljiv in najde{ recimo termin za 120 EUR prevoz. ^e potuje{ na lastno pest, te pri tem ~aka di ugodnosti kupili v taistem paketu, so nas prav tako gor in dol, debelo pogleda{ v naslednjem koraku re- gren~i~ast podvig kupovanja aeroplanskih vozovnic. ~akale. Tak na~in kupovanja zato kljub vsemu pri- zervacije, ko ti servis ponudi 'dopla~ila'. Za vsako Minili so tisti ~asi, ko si brez obveznosti rezerviral se- poro~am in upam, da med Jokerjevimi bralci ni ve~ bor{o, ki gre v prtlja`nik, mora{ pri Easyjetu `e vnap- de`e tri mesece vnaprej in jih pla~al teden dni pred takih, ki bi se jim zdele denarne transakcije po inter- rej od{teti 7,5 EUR, do~im Irci za privilegij posedo- odhodom. Baje so imele letalske dru`be preve~ osipa, netu nevaren bavbav. Prihranek je nezanemarljiv in vanja cule zacolajo kar 30 tanovih! Oboje velja za eno zato je danes pravilo, da globalni ra~unalni{ki sistem ob splo{ni draginji, predvsem transportni, nadvse do- smer! In Izi si celo upa napisati, da so v osnovno ceno rezervacijo po 72 urah samodejno razveljavi, ~e kar- brodo{el. vklju~ene 'najbolj radodarne omejitve za prtljago v ta ni kupljena. Zato si vedno v dilemi, kdaj nabaviti [e dobro, da so tu nizkocenovni prevozniki, se bo Evropi', karkoli `e besedna zveza 'radodarna ome- vozovnice. Posebej za bolj eksoti~ne kraje znajo biti marsikdo pridu{al. Najbr` res. ^e ni~ drugega, vsaj jitev' pomeni. Dobesedno krneki. Naslednja opcija ni navadni sede`i ob vi{ku sezone razprodani celo za pol malo zbijajo cene 'normalnocenovnim' dru`bam. A ni~ manj zanimiva: za {estaka (IJ) oziroma desetaka leta vnaprej! Splanirati potemtakem vse dosti prej ali njihovi napihnjeni slavi in reklamam, recimo Easyje- (RA) more{ kupiti tako imenovan priority/speedy ~akati na zadnji trenutek, upati na prost sede` in tve- tovemu obcestnemu plakatu na Jo`i Pu~niku, ki boarding, kar pomeni priti na letalo prvi in si s tem gati znatno vi{jo ceno? Kje opraviti posel, pri turis- ogla{uje 'London za 26,99 EUR', ne gre slepo zaupa- zagotoviti sede`. No, `eleni sede`, br`da. Vsaj upam, ti~nih agencijah oziroma letalskih prevoznikih ali prek ti. Sanjarjenje o drobi`nem skoku na kofe v London je saj bi lahko to alinejo dejansko razumel, da v primeru internetnih ponudnikov, ki imajo ~esto za tretjino ni`je namre~ hitro prizemljeno ob prvem konkretnem nje neobkljukanja ne morejo jam~iti sedi{~a. Kot v postavke? Povem vam na{ konkreten primer: povrat- obisku njihove spletne strani. Najprvo morate vedeti, starih ~asih sovjetskega Aeroflota, ko je moral folk te- na karta do San Francisca na istem Lufthansinem da vsi ti jeftini avionarji za razliko od onih drugih ved- ~i do aviona, ~e ni hotel `deti v `ivinskem oddelku avionu bi prislovenskem agentu pri{la 900 EUR, po no in vselej ogla{ujejo ceno enosmerne vozovnice, med ovcami in solato. Ampak okej, recimo, da tega spletu pa smo od{teli nekaj manj od 900 dolarjev, od kar je na~rtni marketin{ki zavedek. Roko na srce to ne nucamo. Je zdaj to to? Ne {e. Zadnja faza rezerva- oka 600 EUR. Vseeno ima nalinijsko kupovanje sa- na panoju sicer pi{e, vendar drobnega tiska mimo- cije je pla~ilo in tudi to mora biti zabeljeno z, ne mo- mosvojskosti, ki masikoga odvrnejo. Na prvem mes- voze~ pa~ ne more{ pre~itati. Seveda so povratni pre- re{ verjamet, stro{kom provizije edinega mo`nega tu je gotovo brezosebni pristop, ob~utek kupovanja vozi kot po naklju~ju znatno dra`ji. A to bi {e nekako pla~ila, kreditne kartice, ki zna{a 7,5 EUR (IJ) / 4 na slepo in nelagodje ob morebitni nepriliki. Zneski {lo, ~e ne bi bila promovirana cena ~ista la`, kajti na EUR (RA). konec koncev niso majhni in podpora za stranke od njihovi strani ni bilo v ~asu pisanja za vso prihajajo~o Je bilo to zadnje nepredvideno odpiranje to{la ali je teh servisov je bistveno manj priljudna od telefonske- sezono niti enega samega leta za omenjeno postavko.
Recommended publications
  • Program BMIM 2012
    PROGRAM 2012 (May 24, 2012 – Pakhuis de Zwijger, Amsterdam) Music and Audio Branding for Games .................................................................................................... 2 Case Study: Stars of Football .................................................................................................................. 2 Composing for Advertising, Film and TV: Getting Started ...................................................................... 3 Listening to Chanel No.5: How Music Maps the Sense of Smell ............................................................. 5 BMIM Talent Award: Van God Los Score Competition (Kick-Off Session) .............................................. 5 Composing for Kids and Teens ................................................................................................................ 6 The Challenges of Composing for Games ............................................................................................... 8 BMIM Talent Award: Van God Los Score Competition (Fine Tuning Session) ........................................ 9 DIY – Making Money with Your Music Copyright ................................................................................. 10 Music in Advertising – Joined at the Hip? ............................................................................................. 10 From Band to Screen ............................................................................................................................. 12 BMIM New Talent Award: Van God Los
    [Show full text]
  • The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games
    The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games by Yin Wu B.A., (New Media Arts, SIAT) Simon Fraser University, 2008 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology Yin Wu 2012 SIMON FRASER UNIVERSITY Fall 2012 Approval Name: Yin Wu Degree: Master of Arts Title of Thesis: The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games Examining Committee: Chair: Carman Neustaedter Assistant Professor School of Interactive Arts & Technology Simon Fraser University Jim Bizzocchi, Senior Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Steve DiPaola, Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Thecla Schiphorst, External Examiner Associate Professor School of Interactive Arts & Technology Simon Fraser University Date Defended/Approved: October 09, 2012 ii Partial Copyright Licence iii Abstract Every video game has a distinct visual style however the functions of visual style in game graphics have rarely been investigated in terms of medium-specific design decisions. This thesis suggests that visual style in a video game shapes players’ gaming experience in terms of three salient dimensions: narrative pleasure, ludic challenge, and aesthetic reward. The thesis first develops a context based on the fields of aesthetics, art history, visual psychology, narrative studies and new media studies. Next it builds an analytical framework with two visual styles categories containing six separate modes. This research uses examples drawn from 29 games to illustrate and to instantiate the categories and the modes.
    [Show full text]
  • Xbox 360 Total Size (GB) 0 # of Items 0
    Done In this Category Xbox 360 Total Size (GB) 0 # of items 0 "X" Title Date Added 0 Day Attack on Earth July--2012 0-D Beat Drop July--2012 1942 Joint Strike July--2012 3 on 3 NHL Arcade July--2012 3D Ultra Mini Golf July--2012 3D Ultra Mini Golf Adventures 2 July--2012 50 Cent: Blood on the Sand July--2012 A World of Keflings July--2012 Ace Combat 6: Fires of Liberation July--2012 Ace Combat: Assault Horizon July--2012 Aces of Galaxy Aug--2012 Adidas miCoach (2 Discs) Aug--2012 Adrenaline Misfits Aug--2012 Aegis Wings Aug--2012 Afro Samurai July--2012 After Burner: Climax Aug--2012 Age of Booty Aug--2012 Air Conflicts: Pacific Carriers Oct--2012 Air Conflicts: Secret Wars Dec--2012 Akai Katana July--2012 Alan Wake July--2012 Alan Wake's American Nightmare Aug--2012 Alice Madness Returns July--2012 Alien Breed 1: Evolution Aug--2012 Alien Breed 2: Assault Aug--2012 Alien Breed 3: Descent Aug--2012 Alien Hominid Sept--2012 Alien vs. Predator Aug--2012 Aliens: Colonial Marines Feb--2013 All Zombies Must Die Sept--2012 Alone in the Dark Aug--2012 Alpha Protocol July--2012 Altered Beast Sept--2012 Alvin and the Chipmunks: Chipwrecked July--2012 America's Army: True Soldiers Aug--2012 Amped 3 Oct--2012 Amy Sept--2012 Anarchy Reigns July--2012 Ancients of Ooga Sept--2012 Angry Birds Trilogy Sept--2012 Anomaly Warzone Earth Oct--2012 Apache: Air Assault July--2012 Apples to Apples Oct--2012 Aqua Oct--2012 Arcana Heart 3 July--2012 Arcania Gothica July--2012 Are You Smarter that a 5th Grader July--2012 Arkadian Warriors Oct--2012 Arkanoid Live
    [Show full text]
  • I Creatori Di Resogun E Nex Machina Non Faranno Un Altro Arcade Shooter
    I creatori di Resogun e Nex Machina non faranno un altro arcade shooter Nel passato decennio, il nome Housemarque è diventato sinonimo di giochi dallo stile arcade. Da Super Stardust HD, uscito nei primi tempi della PS3 sul PSN, fino aResogun , uscito nei primi mesi di vita di Playstation 4, lo studio finlandese ha prodotto molti giochi acclamati dalla critica. Negli anni recenti, però, le buone recensioni non sono state accompagnate da vendite al pari. Ad esempio, il recente Nex Machina, un colorato shooter arcade a scorrimento verticale, rappresenta alla perfezione gli stilemi dei giochi Housemarque: creato in collaborazione con la leggenda arcade Eugene Jarvis, ha ricevuto molte lodi da parte della stampa videoludica, e una media di 88 su Metacritic, rendendolo l’ottavo miglior gioco della classifica Playstation 4. Purtroppo, la casa sviluppatrice ha confermato di aver venduto meno di 100.000 copie su Playstation 4 e su PC, andando così in perdita. Stessa sorte è toccata anche a Matterfall, un altro gioco di stampo arcade, uscito lo scorso agosto e che non è stato un grande successo di vendite. Ilari Kuttinen, CEO di Housemarque, ha dichiarato: «Siamo davvero orgogliosi del lavoro che abbiamo svolto con Nex Machina. È stato un lavoro pieno di passione e di amore, anche perché abbiamo lavorato col nostro eroe, Eugene Jarvis. Ci sarebbe piaciuto continuare su questa strada, ma purtroppo non è più possibile. Il prossimo gioco non sarà uno shooter a scorrimento orizzontale o verticale e non sarà focalizzato sulle leaderboard. Sarà qualcosa di diverso rispetto ai giochi che hanno reso lo studio famoso.» Il responsabile editoriale, Mikael Haveri, ha parlato della volontà di spostarsi su generi più popolari e di includere funzionalità multiplayer, ma non ha voluto essere più specifico.
    [Show full text]
  • Hyperdistribution and the Future of Copyright Economics
    Institutionen för studier av samhällsutveckling och kultur – ISAK LiU Norrköping Hyperdistribution and the future of copyright economics - A study of the contemporary Nordic Gaming industry Jimmy Rosén Masteruppsats från Mastersprogram i Kultur och mediagestaltning Linköpings universitet, LiU Norrköping, 601 74 NORRKÖPING ISAK-Instutionen för studier av samhällsutveckling och kultur LIU-ISAK/KSM-A- -09/02- -SE Handledare: Kosta Economou Nyckelord: Fairclough, Diskursanalys, Upplevelse, Ekonomi, Organisationsstudie, Norden, Spelindustrin, Hyperdistribution, Fildelning, Piratkopiering. Abstract Rosén, J. 2009. Hyperdistribution and the future of copyright economics A study of the contemporary Nordic Gaming industry. Master thesis. This interdisciplinary study shows that because of the changing demands from consumer caused by the growing influence of the internet and file-sharing the Nordic Gaming industry is going through an economic evolution. This result was derived by using qualitative questionnaires directed towards Gaming industry decision makers in the Nordic region combined with critical discourse analysis based on the methodology of Norman Fairclough, using theories of different characters to understand the field. In this thesis the case of the Nordic Gaming industry is used to assert that because of changing demands of consumers and an ever growing piracy movement, societies are evolving into transitional economies where it is increasingly harder to sell products consisting of pure information. Contents List of illustrations ...................................................................................................................................
    [Show full text]
  • 3Rd Dimension Veritas Et Visus May 2010 Vol 5 No 5/6
    3rd Dimension Veritas et Visus May 2010 Vol 5 No 5/6 Optical Illusion, p5 Carnegie Mellon, p46 Indiana University, p47 University of Cambridge, p78 Letter from the publisher : Forced perspectives…by Mark Fihn 2 News from around the world 6 Conference Summaries: 29 CHI, April 10-15, 2010, Atlanta, Georgia 29 Electronic Displays 2010 Conference, March 3-4, 2010, Nuremberg, Germany 35 DisplaySearch US FPD Conference, March 2-3, 2010, San Diego, California 38 TEI, January 25-27, 2010, Cambridge, Massachusetts 43 Stereoscopic Displays and Applications, January 18-20, 2010, San Jose, California 48 SIGGRAPH Asia, December 16-19, 2009, Yokohama, Japan 55 VRCAI, December 14-15, 2009, Yokohama, Japan 59 IDW ’09, December 9-11, 2009, Miyazaki, Japan 63 Virtual Reality Software and Technology, November 18-20, 2009, Kyoto, Japan 68 Eurodisplay 2009/IDRC, September 14-17, 2009, Rome, Italy 74 3DTV Conference, May 4-6, 2009, Potsdam, Germany 78 Keeping the old gals around for a few more years…by Andy Marken 86 SID/IMS Future of TV Conference preview by Ross Young 89 Snapshot of 3D-ready flat panel TV pricing so far by Mark Schutter 93 Autostereoscopic cinema display system…by Arthur Berman 95 The Heart of the Matter: 3D pessimists vs. visionaries by Neil Schneider 97 Last Word: The future of projection…by Lenny Lipton 99 Display Industry Calendar 101 The 3rd Dimension is focused on bringing news and commentary about developments and trends related to the use of 3D displays and supportive components and software. The 3rd Dimension is published electronically 10 times annually by Veritas et Visus, 3305 Chelsea Place, Temple, Texas, USA, 76502.
    [Show full text]
  • Finnish Game Industry Report 2016
    4 | Introduction Index 6 | History 16 | The State of The Finnish Game Industry 17 | Industry in a Nutshell 20 | Studio Founding Years 22 | Location of Companies and Clusters 24 | Developers’ Challenges 28 | Platforms 30 | Developers & Diversity 34 | Financial Outlook 36 | Trends and Future / Platforms and Genres 43 | Trends and Future / Industry Framework 2 Index 48 | The Industry Support and Networks 49 | Suomen Pelinkehittäjät ry 50 | Tekes 51 | Invest in Finland 52 | Neogames Finland 54 | Serious Gaming Cluster 55 | IGDA Finland ry 56 | Finnish Game Jam 57 | FIVR 58 | Education 62 | Regional Support 72 | Studio Profiles (separate file) Picture: Supercell Clash Royale 3 ABOUT THIS REPORT Cities: Skylines have conquered the world, and well over a billion people FOR almost a decade, our game all over the globe have been playing industry has been the biggest cultural games made in Finland. When export branch in Finland. Finnish Finland celebrates its 100 years of games from Angry Birds to Clash of independence in 2017, the game Clans, from Quantum Break to industry has become a vital part of Finnish cultural landscape and its significance, both culturally and Introduction economically, is well recognized. This publication provides a holistic overview of the Finnish game industry in 2016. The data presented in the following pages is based on a total of 140 company interviews carried out from October 2016 to January 2017, augmented by data from other sources. This study is a continuation of similar studies conducted in 2004, 2008, 2010 and 2014. Altogether 60 game companies, members of the Finnish Game Picture: KoplaGames 4 Nonstop Knight Introduction Developers Association or Serious Gaming Cluster, are listed and introduced on the company profile pages.
    [Show full text]
  • India Entertainment and Media Outlook 2011 2 Pwc Message
    India Entertainment and Media Outlook 2011 2 PwC Message Welcome to PwC’s India Entertainment and Media Outlook 2011, analysing nine entertainment and media (E&M) industry segments. We have detailed key trends and challenges in each of the segments besides providing their future prospects. In addition, we have provided our views on tax and regulatory issues as well as the technology that is influencing the distribution of content in the industry. The year 2010 saw the global economy begin to recover from a steep decline which in turn saw a rebound in consumer spend, advertising spend and most importantly E&M spend worldwide. Advertisement in particular staged a remarkable comeback in nearly all markets. The world in general continued its shift towards ‘digital’ though the magnitude of change was different in many markets. India recorded one of the highest growth rates in the world at 11.2% in 2010. Yet, this was lower than projected, largely due to the negative growth in the film segment, with all the other segments growing as projected. E&M revenues in India continue to be largely non-digital with TV, print and film constituting almost 90% of the sector. While consumer preference continues to change, the shift to digital is hindered by poor infrastructure as well as affordability of broadband and mobile. Our forecast period does not show a dramatic change. However, just because the change is not aggressive does not mean digital revenues will remain irrelevant. We continue to believe that this situation is temporary and once infrastructure is in place, change will be rapid.
    [Show full text]
  • Postmortem: Housemarque's Outland
    gamasutra.com http://www.gamasutra.com/view/feature/169282/postmortem_housemarques_outland.php?print=1 Postmortem: Housemarque's Outland By Ilari Kuittinen,Aki Raula [Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.] Housemarque as a company has been around for over 15 years. We started as a PC developer (our first game was a version of the Commodore Amiga's Super Stardust on PC), produced two snowboarding games for PC and Xbox, before moving onto the current generation and its downloadable game space. Our best-known titles include the PSN hits Super Stardust HD and Dead Nation. Outland is our first cross-platform title and we are continuing on that path, while not forgetting our great relationship with Sony (e.g. Super Stardust Delta for the PlayStation Vita). When we originally put together the concept for Outland, the aim was to make a 21st century version of the old 8-bit platforming adventure games. Initially the idea was to take titles like Pitfall II (Atari 2600 et al.) and Rick Dangerous (Commodore Amiga) to a whole new era. The main character was to be an Indiana Jones-like adventurer, roaming around jungles in search for ancient treasure and truth. Key emphasis was on the physicality of the world, and not yet on the two polar-opposite energies and inhuman agility we ended up with. For the first six months after signing a contract with Ubisoft, the main character had a pistol but no melee abilities.
    [Show full text]
  • Ghost of Tsushimanew Details Revealed
    GHOST OF TSUSHIMA NEW DETAILS REVEALED 289ISSUE PLAYTEST SHADOW OF THE COLOSSUS EXPLORED THE PS4’S NEXT INDIE CLASSIC MONSTER HUNTER WORLD CAN CAPCOM’S CULT HIT FINALLY CRACK THE WEST? ISSUE 289 PLUS spider-man • concrete genie • dreams WelcomePS4 PSVR PS3 VITA PSN A closer look at all of the best games on the horizon INTO THE WILDS DO YOU REMEMBER the moment that you fell in love with PlayStation? I remember mine. And, if you’re willing to indulge me for just a few seconds, I would love to share it with you. I probably wouldn’t be where I am today were it not for Final Fantasy VIII. Not because of the game’s world, the characters, or its story (as excellent as they may indeed be) but that damned cinematic intro. In just three minutes and 13 seconds it had cast its spell over me, and never once has it broken. This was 1999, and so you have to understand that VIII was, without question, the greatest-looking thing I had ever seen, that anybody had ever seen – it was a window to another world. The thunderous escalation of Liberi Fatali – a hauntingly beautiful Latin choral piece that plays behind Squall and Seifer’s epic sparring session – is burned into my very being. That it is able to so convincingly, so eloquently, capture a time and place so quickly still astounds me to this day. I remember resetting the PlayStation every time it finished; over and over I watched it, afraid to start the game properly in case the opportunity to watch it again disappeared forever.
    [Show full text]
  • 2008‐2009 Casual Games White Paper
    2008‐2009 Casual Games White Paper A Project of the Casual Games SIG of the IGDA Find out more at www.igda.org/casual Contents Contents .......................................................................................................................................... 2 Introduction ..................................................................................................................................... 6 Understanding Casual Games ......................................................................................................... 8 The Market for Casual Games ..................................................................................................... 8 Overview of Casual Game Business Models .............................................................................. 10 The Casual Game Audience ....................................................................................................... 14 Global Design Principles ............................................................................................................ 16 Art Style ..................................................................................................................................... 26 Audio in Casual Games .............................................................................................................. 32 Are Writers Needed For Casual Games? ................................................................................... 39 Characters and Narrative .........................................................................................................
    [Show full text]
  • Theorizing Navigable Space in Video Games
    Mark J. P. Wolf Theorizing Navigable Space in Video Games Space is understood best through movement, and complex spaces require not only movement but navigation. The theoriza- tion of navigable space requires a conceptual representation of space which is adaptable to the great malleability of video game spaces, a malleability which allows for designs which combine spaces with differing dimensionality and even involve non-Eu- clidean configurations with contingent connectivity. This es- say attempts to describe the structural elements of video game space and to define them in such a way so as to make them ap- plicable to all video game spaces, including potential ones still undiscovered, and to provide analytical tools for their comparison and examination. Along with the consideration of space, there will be a brief discussion of navigational logic, which arises from detectable regularities in a spatial structure that allow players to understand and form expectations regarding a game’s spaces. From simple single-screen games to elaborate adventure games requiring the exploration of convoluted networks of interconnec- tions, space has always been an integral part of the video gaming experience; the graphical nature of video games seems to demand it. Decades of video game conventions and centuries of visual arts conventions help players to make sense of space, beginning with the division between a game’s diegetic and nondiegetic spaces, and ul- timately to understand the way spaces construct a game’s world. Yet although the ability to read and comprehend graphical representa- tions is always the starting point of understanding space, interaction within and with a space is the means by which space is best under- stood.
    [Show full text]