Posts Tagged ‘Press Releases’

Massachusetts Digital Games Announces Winner of MassDiGI Game Challenge

March 9, 2014 (Cambridge, Mass.) – The Massachusetts Digital Games Institute is pleased to announce that Little Worlds Interactive, a Boston-based independent educational game development studio, has won the overall Grand Prize as well as Serious Game Prototype category honors in the third annual MassDiGI Game Challenge for The Counting Kingdom. The Counting Kingdom is a game for kids aged seven and up that encourages players to practice their math skills in a playful and engaging way.

“We are so excited to be heading home with the Grand Prize and category honors,” said Jenna Hoffstein, founder of Little Worlds Interactive. “MassDiGI did an amazing job organizing the event and bringing so many great developers, mentors and speakers together. The feedback and experience I received during the Game Challenge was extremely valuable, and I’d highly recommend it to anyone who is making a game and wants it to succeed.”

This is the first time a serious or educational game has won the MassDiGI Game Challenge Grand Prize.

The MassDiGI Game Challenge helps indie, start-up and student game development entrepreneurs hone their ideas and products for launch. This year 45 teams consisting of indie game developers and students from around the northeast competed in front of a full-house on March 7 and 8 at the Microsoft New England Research and Development Center. The event is a key showcase for the growing game industry cluster in the region. A cadre of video game industry veterans served as judges for the competition.

As the Grand Prize and Serious Game Prototype winner, Little Worlds Interactive receives $2,250, a legal services package from Greenberg Traurig, customized mentoring and public relations/marketing packages, a slot at MassDiGI’s PAX East demo table, a Wacom tablet from Great Eastern Technology, a Creative Cloud license from Adobe, games from Ubisoft and Dejobaan.

Other top Boston-area winners include Chris Chung for Catlateral Damage which won the People’s Choice award and Indie Entertainment Game Prototype category honors. Catlateral Damage a fun, first-person cat simulator where the goal is to knock as many of your owner’s possessions onto the ground as possible.

Winning the inaugural High School category was a team of enthusiastic students from Millbury Memorial High School with Wasteland Trials. Runner-up in that category was a team from Newton South High School with Wonderful Nightmares.

“Year over year, we have seen an increasing level of quality and passion in the Game Challenge competitors,” said Monty Sharma, MassDiGI’s managing director. “We’ve received amazing feedback both from our industry mentors and judges on all of the teams that competed this year – from indies to college and high school students. Based on what we’ve seen here this weekend, we are very optimistic about the future of the area’s industry.”

80HD Games, a student start-up from Becker College, won the College Entertainment Game Prototype category for its reverse tower defense game, Bümbardia. This is the second time in three years that 80HD Games has won that category.

Serious Game Concept, Indie Entertainment Concept and College Entertainment Concept category-winning awards went to Giant Otter Technologies for Bread and Roses, Stimpaq Studios for Virtuoso Vengeance and Becker’s Spaghetti Flavored Cake for String Theory.

Indie runners-up went to Now and Zen Studios for Big Bat Baseball, Golden Hammer Software for Big Mountain Snowboarding 2, Spherical Cow Games for Stickman: The Dungeons of Math and PBn’ Games for Zeebi Zoo. An Indie honorable mention went to Subaltern Games for No Pineapple Left Behind.

College runners-up went to Mustachio Games, a team of Binghamton and Northeastern University students, for Red Survivor and Double Trouble, a team of Becker students, for Duo. College honorable mentions went to teams from Champlain College, Becker and Worcester Polytechnic Institute.

By entering, all MassDiGI Game Challenge game concepts are also eligible for inclusion in the 2014 MassDiGI Summer Innovation Program, a $20,000 value, to help develop their game for launch.

College and university students looking to break into the interactive entertainment industry are welcome to apply for the 2014 MassDiGI Summer Innovation Program. Accepted applicants will work full-time alongside a team of peers under the guidance of industry mentors over 11 weeks on the campus of Becker College in Worcester, Mass. Students accepted into the program will receive free housing over the summer, as well as a stipend. To apply, visit The deadline for applications is March 21.

The 2014 MassDiGI Game Challenge was made possible through the support of sponsors including Microsoft, GSN Games, MassTech Collaborative’s Innovation Institute, Greenberg Traurig, Muzzy Lane Software, Becker College, Morse, Barnes-Brown & Pendleton, Adyen; FableVision, Ubisoft Montreal; Dejobaan Games, RockStar New England, Execution Labs, PAX East, Wacom, Great Eastern Technology, Adobe and the ESA Foundation.

Source: GamesPress

The Former Shining Force Online, Shining Empire May Be Canceled

Dallas, Tx – Shining Empire, the hybrid RPG city builder/massive combat game (for Mac and PC) is on the brink of cancellation, citing poor results on Kickstarter with less than 2 weeks to go. Arcade County, the Dallas-based developers behind the ambitious 100+ indie RPG title, are surprised at the low turnout, despite a good amount of videos and information on the project.

“It comes down to a couple of things”, says Arcade County head R. Mulvany. “We’re only focusing on computers, so console users aren’t contributing, and it’s a new IP. You see a lot of inexperienced studios rummaging around and finding old IP’s to buy on the cheap and then resurrecting them. Those are almost always successful on Kickstarter. To put it into perspective, I’ve seen new studios acquire an IP and post nothing more than a piece of concept art on Kickstarter and have 1000% more success than we have.”

Mulvany is concerned that Kickstarter (and crowdfunding in general) isn’t really necessary at this point, since Paypal is really all you need.

“If studios can collect donations themselves via Paypal, why even use Kickstarter? Take Double Fine for example. All they really needed was a donations link. They brought that money to Kickstarter then gave them (and Amazon) 10% of the total. The gaming media gave them that publicity. I think they closed at $3,000,000+. That’s $300k they didn’t get due to those fees. And it’s not as if Kickstarter is protecting anyone’s investment. If a company fails to deliver on a product they’re screwed.”

Arcade County’s Kickstarter for Shining Empire would be fortunate to close at 40% funded at this point, but they’ll continue to keep it online regardless of where it ends up. The question then becomes: What next?

“A lot of games continue to be worked on if their Kickstarter fails. This is not one of those games. It would be impossible. Not only impossible from a financial standpoint, but if we’re not getting enough press/interest to reach our goals then the game simply cannot be appealing enough to gamers. It’s not easy to spread the word. If you don’t have one of those IP’s I talked about, or you don’t have some established products out there – you need luck. As it stands right now, we seen to be pretty empty-handed in all those regards.”

You can find out about Shining Empire on the Kickstarter page at:

Source: GamesPress & Kickstarter

ESL Adds NEEDforSEAT As New Global Partner For Intel Extreme Masters World Championship

COLOGNE 07.03.14 – ESL and NEEDforSEAT® today announced a global partnership ahead of the Intel Extreme Masters World Championship next week. Both companies will head to the Spodek Arena in Katowice, Poland to see some of the world’s best gamers compete on some of the world’s best gaming gear.

“NEEDforSEAT® is the official chair sponsor of the ESL (Electronic Sports League) 2014! We are very happy to be able to work with the ESL and are excited that they choose us and our MAXNOMIC® chairs,” said Marco Wörenkämper, Need for Seat CEO. “Why are ESL and NEEDforSEAT® linked together? Very simple: Pro-Gamers need pro seats! We got them. We put our blood, sweat and tears to optimize our products, like ESL does with their events. It’s a perfect fit!”
Alongside the Intel Extreme Masters, NEEDforSEAT® is set to join ESL at major events throughout the upcoming year. As always, more information is available online over at:

Source: GamesPress

MotoGP 14 – Trailer, Release Date, & Press Release

Direct Link

7th March 2014, Milan – Milestone, one of the most recognized racing videogame developers and publishers for consoles and Windows PC®, is glad to announce MotoGP™14. The brand new videogame based on the MotoGP World Championship will be available from June 2014 on Xbox 360® video game and entertainment system from Microsoft, Windows PC®, PlayStation®3, PlayStation®Vita and on PlayStation®4.

The Italian studios of Milestone are thrilled. The MotoGP™ season 2014 is about to start and with it, the development of the MotoGP™ Videogame as well. Much news is on its way including lots of technical and social improvements that the new console generation has brought into Milestone. A completely redesigned engine will see its maximum appearance not only on PlayStation ® 4 but also on the past gen platforms; a new audio engine, new real time lighting effects, graphic details that have never seen before on a two wheeled game and, finally, with a richer and evolved Multiplayer experience.

“MotoGP 14 and the development on the new PS4 platform represent an important step in the two wheel videogame world. With MotoGP 13 we have established the bases of the gameplay and the physics exploring – together with the community –the players’ needs. This new chapter introduces many new features which will be unveiled during the upcoming months and which we are sure will satisfy picky’s ‘pads’’”, affirms Andrea Basilio, Game Director Milestone.

MotoGP™14 features tracks and riders from the official MotoGP™ 2014 season, the riders from  MotoGP™ 2013 class and Champions from the past.  Plus more than 100 riders, all the official manufacturers and 18 tracks.

Developed by Italian Milestone Studio, MotoGP™14 will be available from June 2014 on Xbox 360®, Windows PC®, PlayStation®3, PlayStation®Vita and on PlayStation®4.

Follow us on Facebook, check the Official Youtube channel, use the hashtag #motogpvideogame or visit the official product site

Source: GamesPress & MotoGP

Frozen Endzone – Screenshot & Press Release

frozen endzone screen 1 300x187 Frozen Endzone   Screenshot & Press Release

Mode 7 is proud to herald the arrival of thousands of the same “lol DAE read this as frendzone?! kappa” comment with the release of Frozen Endzone on Steam Early Access.

Frozen Endzone is a simultaneous-turn-based tactical game set around a brutal futuristic sport played by robots.

The game entered early beta in December 2013; this release marks its first major update.  It will launch at 5pm GMT / 9am PST today, Steam permitting – a post around that time would be best for us but it’s not a big deal – thanks!

“I am so excited about this release I just had to quote myself saying how I excited I am!” gibbered Joint Managing Director Paul Taylor, at some point between 4.32 and 4.34 AM last night before returning to his nutrient-rich aqueous medium.

Here’s a recap of the main changes in this version:

- Players can now have stats: strength, resilience, “burst” (a small burst of acceleration when getting the ball), evade, intercept radius, block radius

- “Handball” (now called “Full Match”) game mode enters beta.  This has been totally revamped to accommodate stats and is now the main game mode.  Lots of turnovers, interceptions, end-to-end action, and new points zones make this really exciting and strategic.

- Team Editor allows you to name your players and set their stats; upload your team to the server and use it in multiplayer or skirmish with it offline

- Completely revamped, much more intelligent AI and a selection of new AI skirmishes

- Easy-to-use tile-based Pitch Editor (alpha)

- Custom Game Mode creator (alpha)

- Commentary system (alpha): commentary makes use of player names; in single player, the AI calculations are also used to allow the commentators to analyse your play-style; in multiplayer, the commentators will discuss your previous history with your opponent

- Some brand new animations and some big improvements to camera code

- There is now in-game audio to go with the music!

Estimated release date is late 2014.  The next order of business is the single player campaign mode, which will take place in a richly simulated league.  You’ll be able to build up your team, interact with rival coaches, track your players’ behaviour on and off the pitch and generally experience life at the cutting edge of futuresports…

Source: GamesPress (1 & 2)

Space Noir – Screenshots & Press Release

San Francisco, USA – March 10th, 2014 – Publisher Unity Games and award-winning developer N-Fusion Interactive today announced Space Noir, a new narrative-driven, space combat title coming to digital download service Steam and tablets this summer. Created by the talent behind the popular stealth/action title – Deus Ex: The Fall, and acrobatic aerial smash – Air Mail, Space Noir is a love letter to fans of classic, narrative driven space combat games.

In Space Noir, players take on the role of bounty hunter Hal Markham as he explores space, fights in white-knuckle combat both on- and off-world and captures intergalactic renegades with the help of his only companion, his ship’s AI – Rhonda. Players journey across five worlds and play through over 35 intense missions, as Hal uncovers a far-reaching conspiracy and a mysterious person who could control the future of humanity.

“Unity Games is proud to work with N-Fusion to bring the vision of Space Noir to life”, said Oren Tversky, VP of Unity Games. “The studio has a strong development pedigree, an impeccable eye for detail and a great overall sense of what players look for in a game. We know that Space Noir is no exception and look forward to bringing it to the core gaming community”.

“We’re delighted to be able to reveal Space Noir to the world” said Jeff Birns, CEO and owner of N-Fusion Interactive. “The game is a true labor of love for us and represents not only what we learned on Deus Ex: The Fall and Air Mail, but also our belief in gamers’ renewed appetite for high quality, core games on PC and Tablets.”

Hal Markham, an educated man from a prosperous family, joins the Intergalactic Planetary Consortium only to discover that, rather than protecting colonies, he’s enforcing draconian martial law. Hal quits the consortium after a tragic incident and returns home to find his family dead, his fiance married to a ruthless politician and his life quickly falling apart. Hal finds work as a mercenary, traveling throughout the universe to collect bounties and pursue black market jobs. Space Noir begins in a long-neglected outpost world, as a deeply hungover Hal is awoken by his ship AI Rhonda only to find himself in the middle of a pirate attack.

Evoking all time classics for the space combat genre including Wing Commander and X Wing, Space Noir includes intense ship-to-ship combat, boss battles and high-octane planetary combat missions, challenging players reaction times and piloting skills. Players can customize their ship with upgradeable weapons, defenses, unlockable special maneuvers and cosmetic upgrades to traverse the galaxy within an intensely dark storyline.

Combining a deep storyline of intergalactic intrigue and fast-action combat, Space Noir will keeps fans of adventure and action glued to their seats when it releases in summer 2014 on Windows PC and tablet.

Source: GamesPress (1 & 2)

Generic Jack – Screenshots & Press Release

What’s it about?

Generic Jack is a 3D running game developed for iOS where the player has to manoeuvre the central character Jack through a dangerous and challenging obstacle course. The player uses buttons on screen to jump over and slide under any incoming and potentially dangerous obstacles. Each level has its own silly theme and setting, allowing the player experience to differ from level to level with new obstacles and environments to get used to. The name ‘Generic Jack’ is pretty ironic, as the situations he gets into are far from generic. The game also takes influence from the highly addictive and stylized platform game The Impossible Game, where the player is vulnerable to anything that slows momentum and is then set back to the latest checkpoint.


Meet Jack, unlike most office workers he’s not just another mindless drone working for the man. Jack spends his days getting into crazy and outlandish situations. Simply being late for work can be a struggle for his life sometimes!

Level 1

The first level actually does follow Jack on his adventure to work, the trouble is he has overslept and only has 2 minutes to get to his job at Average Agency Ltd, his nerves and his parkour skills are tested with infuriating consequences. Oh and did I mention the train? Nevermind…

Level 2

Level 2 finds Jack on holiday, this holiday being a great exploration into the jungle. Quickly jack finds himself in a bit of bother when he is foiled by a booby trap leaving him deep underground and facing his hardest challenge yet, darkness and booby traps!

Level 3

SPACE LEVEL!! Jack is pursuing another career; his office job just isn’t exciting enough for him so he decides to work on a high tech space station. Incoming asteroids threatens his life and he has to make it to the escape pod without mistake. Oh, and it just so happens that he is at the wrong end of the space station….
Lazy Games – About Us

We are a small independent developer formed from a group of university graduates with the desire to showcase our talent in the games industry through developing high quality titles on multiple platforms. With game development becoming increasingly accessible it feels like the perfect time to be an indie developer. Our team is currently Ben Halpin (lead), Sean Goddard Mohammed Zaib, Dean Reynolds, and David Cameron.

It started off with just 3 of us; me (Ben), Sean and Mohammed wanting to get a game out there to act as a primary portfolio piece. We were all doing the same course at the University of Bolton and we knew we would need something to prove our worth to potential employers in the games industry. It was towards the end of our course when we decided to start developing an iOS game using the Unreal Development Kit which we had previous experience with. Originally we planned the project to take 8 month max, and that was with ~2 months for testing. What we didn’t factor in was just how much time our group would dedicate to the project. There were 5 of us to start, 2 dropped off early on, so 3 of us left which was the case until recently when we recruited Dean and David. This combined with everyone in the group having full/part time jobs is why the project has taken just over a year now (at time of writing).

Why the name ‘Lazy Games’?

During our time at university we had our lazy moments, there were actually quite a few of them… Towards the end of our course when we were planning Generic Jack, we were playing around with what we were going to call ourselves. Mohammed suggested Lazy Games (as a joke I think) and it pretty much stuck. It suits us perfectly as we are all pretty laid back and we never let ourselves get too stressed about work. That’s not to say we shy away from hard work, game development isn’t exactly easy but we have a fairly laissez-faire approach to what we do and it suits us well.

Why Generic Jack?

We were big fans of ‘The Impossible Game’ so we thought it would be a nice ‘starter’ game for us to create something with the same mechanics in a 3D environment with UDK. We were in love with the concept of a simple easy to play game that’s hard to master. The iOS platform felt perfect for our game concept as it has incredibly easy touch controls and we could achieve decent looking graphics with the power of UDK’s iOS capabilities.

Why is it free?

At first we intended for the game to have micro-transactions so you would get the first level free and the other levels would cost a small fee. This was until we discovered that we were not allowed to make any money with the modelling software licences we currently have. We have built all of our models using the student version of 3DS Max which cannot be used commercially. We can buy a commercial license but we would have to remake all of our models from scratch due to how Autodesk’s licensing works. It sucks not being able to make any money on this but it’s actually not all bad.

Looking ahead I think we can use Generic Jack to gain enough interest in Lazy Games to get the proper funding for our next game to we can game develop full time. This has always been our goal but I personally think it can not only get us a full time job at an established studio but a full time job at our own studio given things takes off. Yes it’s an ambitious thought, but in a world where a simple game like Flappy Bird can make $50K per day, I think it’s certainly worth a shot!

Some extra details are available on:

Our facebook page:
Our Twitter:      
Our Website:     

Source: GamesPress (1 & 2)

Zombies Ate My Pizza – Screenshots & Beta Test Details

March 9th, 2014 – Global online games publisher Reality Squared Games has just announced the upcoming release of their newest browser game, Zombies Ate My Pizza. The Closed Beta test for the game will launch on Monday, March 10th at 10:00 EDT (7:00 PDT) and end on Wednesday, March 19th at 22:00 EDT  (19:00 PDT).

Developed by Funova Technology, Zombies Ate My Pizza is a top-down, MMO action shooter set in a post-apocalyptic world. Taking inspiration from anime in its character design, the game offers intense action and fierce events while delivering comic relief with its quirky dialogue and singular storyline. After selecting between two unique character classes, players embark in various missions to collect supplies, clear invaded areas and fight boss battles. Key features include daily missions, basic training in 3v3 battle mode, a Superpower system and player-run Militias.

Zombies Ate My Pizza takes place in a world in turmoil. An evil race of extraterrestrial bugs has landed on Earth and infected the population with a deadly virus. The epidemic has turned people’s brains into spongy dough, making them think humans are freshly-baked pizzas. Now these soulless, ravenous hordes won’t stop until they get the last slice – threatening to wipe out mankind for good. Only a handful of strongholds remain, and simply surviving is no longer enough… It’s time to blast those zombies back to the nether world.

As part of the Closed Beta test, R2Games will hold a series of special events during which “cheddar” – the game’s premium currency – will be given out to players. Once the test is over, all character and account data will be deleted. Further details will be available via the official website and Facebook Page for Zombies Ate My Pizza.

Source: GamesPress (1 & 2)

NARUTO Shippuden: Ultimate Ninja Storm Revolution – Artwork, Key Art, Screenshots, & Press Release

naruto shippuden ultimate ninja storm revolution artwork 7 300x212 NARUTO Shippuden: Ultimate Ninja Storm Revolution   Artwork, Key Art, Screenshots, & Press Release

Thanks to NARUTO SHIPPUDEN ULTIMATE NINJA STORM REVOLUTION, NARUTO SHIPPUDEN fans will have all the details about Akatsuki’s background! All aspiring ninjas are asking themselves tons of questions for years: how was Akatsuki, the biggest threat in the Ninja universe, brought to life? How did Pain and Konan expand their crew?

This new animation will be woven into gameplay, allowing players to take part in the origins of the Akatsuki.  Various members of the infamous gang such as Sasori, Kakuzu, and others, will have new outfits designed by series creator Masashi Kishimoto.

F or more information regarding NARUTO SHIPPUDEN: Ultimate Ninja STORM Revolution, the  NARUTO video game series and NAMCO BANDAI Games Europe S.A.S. please visit:,, and www.

© 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved.
Game © 2014 NAMCO BANDAI Games Inc.

Source: GamesPress (1, 2, & 3)

Dark Shadows – Army of Evil – Screenshots & Press Release

After Greenlight Campaign: “Dark Shadows – Army of Evil” is coming soon on Steam.

Burian Media Enterprises is announcing the Medieval Fantasy Indie Game “Dark Shadows – Army of Evil”.

The old school classic hack and slash game “Dark Shadows – Army of Evil” is coming soon on Steam. Release Date: 11/12 March 2014.

Some time ago BME started a Greenlight Campaign for this First Person PC Title, in which the player takes on the role of a knight. Finally, it got enough votes from the community.

Dark Shadows – Army of Evil is about a horde of monsters in september 1362.
They’ve been ravaging the country like a plague of locusts for over a year and are frightening the people with their scary get-up. Most people still think they are monsters. But they are only in disguise. While you were away catching a runaway horse, these monsters stormed the castle. The King is injured and a woman named Katerina has been kidnapped. She is the sister from one of the King’s guards. The bad thing is that you are in love with her after all.

So the player needs to go on a long and bloody march through the country to rescue Katarina.

The player fights his way through 19 levels. Various weapons will be available. They can be found in different levels. Everything begins moderately and you need to find some keys and a sword. After the first level the game turns into a hack’n slash game. Most of the time, the player has to fight against enemies. But he has to do also other little things and must solve certain problems.

The old school indie game is showing different atmospheres, depending on the location of the current level. The player can use up to 18 weapons, that can be found during exploration of the world.

Game Website:

Company Website:



Source: GamesPress (1 & 2)