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Rabu, 05 September 2012

After many months in development, Zynga announced today that FarmVille 2, perhaps the company’s biggest title to date, is now out of closed beta and available to players on Facebook and Zynga.com.

The sequel includes a variety of improvements and changes to the social farming formula Zynga helped popularize back in 2009, but the most dramatic change is undoubtedly the new 3D visuals. Gameplay plays out from the same semi-overhead viewpoint found in most other Zynga titles, but now all decorations, crops and animals are rendered in full stylized 3D instead of 2D pixel art.

In a recent demo of the title, members of the FarmVille 2 team repeatedly stressed to me that one of the team's big creative goals for the title was to give players the feeling that they were “bringing the farm to life.” FarmVille 2’s 3D crops, animals and decorations are far more interactive than in any previous Zynga game. Crops and trees sway in the wind. Animals will wander around freely unless kept in a pen. All decorations spring into action when players mouse over them – fires crackle to life, rocking chairs rock, kites fly lazily and so-on.

When playing in full-screen, the fidelity of the visuals and the high-quality animation and sound made it easy for me to forget I was looking at a “simple” Facebook game. Zynga’s presentation and artistic prowess has come a long way in the last three years.

Only a lengthy hands-on play session can determine if the company’s game design chops have also kept up, but here my early impressions are also positive. All of FarmVille 2’s farming systems are now interconnected and feature actual crafting trees, giving “hardcore gamer” min/maxers something to chew on. Is it better to sell your wheat, or turn it into feed for your cows and sell their milk? Or should you save the milk and combine it with more goods to craft and sell high-priced baked goods like pies, custards and cakes?

Gone are the days of clicking on a crop to see an abstract pile of coins pop up – players must now balance crafting, feeding their animals and watering farm plots.

Just as some elements of Farmville 2 are becoming more complex and properly “game-like,” Zynga strove to simplify some of the original’s rough edges. Players can now mouse-over large swaths of crops to plant, water or harvest them – no need to click hundreds of times. It’s a change sure to please the wrists of millions of virtual farmers.

Since FarmVille 2 uses Flash 11 as its foundation, this also gave Zynga access to the right-mouse button for the first time. The company put it to use as an easy “redecorate” button. Right-clicking a farm plot, decoration or animal picks it up. Right-clicking again drops it in its new location. Simple.

FarmVille 2 is full of little details that show the game was created with more care than most social games. When purchasing an expansion for your farm, the land doesn’t just magically pop up. Instead, an army of goats rush in from off-screen to eat up the tall grass, tin cans and other trash to make the land farmable. When players pick up an animal it dangles in the air, eyes bulging out, as if it had been picked up by the scruff of its neck. Your custom avatar is also fully animated and will jump fences & perform other complicated movements to perform his or her farm chores as efficiently as possible.

Zynga told me that their goal for FarmVille 2 was to create an experience that felt “relaxing and pastoral.” They want the title to evoke a feeling of nostalgia and recapture the feeling of living in a small town and running a small farm. They want the five-minute breaks people spend with FarmVille 2 to be “The best five minutes of their day.”

Whether the social gaming giant has achieved that goal remains to be seen, but FarmVille 2’s combination of actual crafting complexity, lively and atmospheric visuals & quality-of-play improvements are all steps in the right direction.

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

After many months in development, Zynga announced today that FarmVille 2, perhaps the company’s biggest title to date, is now out of closed beta and available to players on Facebook and Zynga.com.

The sequel includes a variety of improvements and changes to the social farming formula Zynga helped popularize back in 2009, but the most dramatic change is undoubtedly the new 3D visuals. Gameplay plays out from the same semi-overhead viewpoint found in most other Zynga titles, but now all decorations, crops and animals are rendered in full stylized 3D instead of 2D pixel art.

In a recent demo of the title, members of the FarmVille 2 team repeatedly stressed to me that one of the team's big creative goals for the title was to give players the feeling that they were “bringing the farm to life.” FarmVille 2’s 3D crops, animals and decorations are far more interactive than in any previous Zynga game. Crops and trees sway in the wind. Animals will wander around freely unless kept in a pen. All decorations spring into action when players mouse over them – fires crackle to life, rocking chairs rock, kites fly lazily and so-on.

When playing in full-screen, the fidelity of the visuals and the high-quality animation and sound made it easy for me to forget I was looking at a “simple” Facebook game. Zynga’s presentation and artistic prowess has come a long way in the last three years.

Only a lengthy hands-on play session can determine if the company’s game design chops have also kept up, but here my early impressions are also positive. All of FarmVille 2’s farming systems are now interconnected and feature actual crafting trees, giving “hardcore gamer” min/maxers something to chew on. Is it better to sell your wheat, or turn it into feed for your cows and sell their milk? Or should you save the milk and combine it with more goods to craft and sell high-priced baked goods like pies, custards and cakes?

Gone are the days of clicking on a crop to see an abstract pile of coins pop up – players must now balance crafting, feeding their animals and watering farm plots.

Just as some elements of Farmville 2 are becoming more complex and properly “game-like,” Zynga strove to simplify some of the original’s rough edges. Players can now mouse-over large swaths of crops to plant, water or harvest them – no need to click hundreds of times. It’s a change sure to please the wrists of millions of virtual farmers.

Since FarmVille 2 uses Flash 11 as its foundation, this also gave Zynga access to the right-mouse button for the first time. The company put it to use as an easy “redecorate” button. Right-clicking a farm plot, decoration or animal picks it up. Right-clicking again drops it in its new location. Simple.

FarmVille 2 is full of little details that show the game was created with more care than most social games. When purchasing an expansion for your farm, the land doesn’t just magically pop up. Instead, an army of goats rush in from off-screen to eat up the tall grass, tin cans and other trash to make the land farmable. When players pick up an animal it dangles in the air, eyes bulging out, as if it had been picked up by the scruff of its neck. Your custom avatar is also fully animated and will jump fences & perform other complicated movements to perform his or her farm chores as efficiently as possible.

Zynga told me that their goal for FarmVille 2 was to create an experience that felt “relaxing and pastoral.” They want the title to evoke a feeling of nostalgia and recapture the feeling of living in a small town and running a small farm. They want the five-minute breaks people spend with FarmVille 2 to be “The best five minutes of their day.”

Whether the social gaming giant has achieved that goal remains to be seen, but FarmVille 2’s combination of actual crafting complexity, lively and atmospheric visuals & quality-of-play improvements are all steps in the right direction.

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

At today's event with Microsoft in New York, Nokia announced its new top-of-the-line Windows Phone 8 device, the Lumia 920.

A cut above the Lumia 900 (Nokia's current top-end Windows phone) in just about every way, the 920 looks to be competitive with the rest of the US smartphone market, not just other Windows phones. So before we get into the details here's the bottom line: if you're looking for a Windows Phone 8 handset this fall, then (pending a price announcement, and maybe HTC's Sept. 19 hail-mary) the Lumia 920 should make your decision easy.

Nokia has packed the 920 with a bevy of novel, exciting features; but first let's talk about speed. With a dual-core 1.5GHz Snapdragon S4 processor and 1GB of RAM, the 920 leaves previous Lumia generations in the dust. More importantly though, it's as fast as the Samsung Galaxy S III and HTC One X, at least according to Gizmodo's hands-on report. And unless the rumor mill has been underestimating Apple, it's not unlikely the Lumia 920 will be able to keep up with the iPhone 5 too. All that power requires, well, power, but Nokia assures us the 920's beefy 2,000mAh battery is up to the task.

The Lumia 920's NFC chip and Qi-standard wireless charging support should make for some pretty awesome accessories, and ought to keep the device (foreseeable-)future-proof as mobile payment infrastructures expand and wireless charging becomes more commonplace.

The phone's 4.5-inch screen, which boasts a resolution of 1,280 x 768 pixels, is super responsive in more ways than one. Hands-on reports are reporting no detectable touch latency, and Nokia's Kevin Shields demonstrated the 920 this morning while wearing a pair of fuzzy mittens.

The 8.7-megapixel PureView camera will likely be one of the Lumia 920's top selling-points. Integrated image-stabilization and 1080p video is all well and good (okay, it's awesome), but what got us most excited is the Cinemagraph app, which promises to make it just as easy to waste entire days making your own animated gifs as it's always been to waste entire days looking at gifs.

For the smartphone mortals among us, Nokia has also updated its mid-range Lumia 800. The Lumia 820 looks to be the 920's scrappy younger brother. A slightly smaller (4.3-inch) display with half the pixel-count and no PureView upgrade for the camera are the chief differences, though on the 820 wireless charging becomes an optional feature.

When the time comes to make calls from your Lumia 920 or 820, both phones will support HSPA+ or LTE, presumably depending on carrier availability.

Whether you love the Windows Phone 8 UI or hate it, there's no denying that the current state of the Windows Phone marketplace will probably be the Lumia 820 and 920's main shortcoming. This is the catch-22 of device adoption: developers won't make Windows Phone 8 apps until everybody buys Windows phones; but lots of folks won't buy them until the app selection improves. Preloaded apps like Nokia Maps and Nokia's ESPN app are great; but Apple's App Store and Android's Google Play store will definitely have a leg up for a while.

Can sweet hardware compensate for a limited app market? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

At today's event with Microsoft in New York, Nokia announced its new top-of-the-line Windows Phone 8 device, the Lumia 920.

A cut above the Lumia 900 (Nokia's current top-end Windows phone) in just about every way, the 920 looks to be competitive with the rest of the US smartphone market, not just other Windows phones. So before we get into the details here's the bottom line: if you're looking for a Windows Phone 8 handset this fall, then (pending a price announcement, and maybe HTC's Sept. 19 hail-mary) the Lumia 920 should make your decision easy.

Nokia has packed the 920 with a bevy of novel, exciting features; but first let's talk about speed. With a dual-core 1.5GHz Snapdragon S4 processor and 1GB of RAM, the 920 leaves previous Lumia generations in the dust. More importantly though, it's as fast as the Samsung Galaxy S III and HTC One X, at least according to Gizmodo's hands-on report. And unless the rumor mill has been underestimating Apple, it's not unlikely the Lumia 920 will be able to keep up with the iPhone 5 too. All that power requires, well, power, but Nokia assures us the 920's beefy 2,000mAh battery is up to the task.

The Lumia 920's NFC chip and Qi-standard wireless charging support should make for some pretty awesome accessories, and ought to keep the device (foreseeable-)future-proof as mobile payment infrastructures expand and wireless charging becomes more commonplace.

The phone's 4.5-inch screen, which boasts a resolution of 1,280 x 768 pixels, is super responsive in more ways than one. Hands-on reports are reporting no detectable touch latency, and Nokia's Kevin Shields demonstrated the 920 this morning while wearing a pair of fuzzy mittens.

The 8.7-megapixel PureView camera will likely be one of the Lumia 920's top selling-points. Integrated image-stabilization and 1080p video is all well and good (okay, it's awesome), but what got us most excited is the Cinemagraph app, which promises to make it just as easy to waste entire days making your own animated gifs as it's always been to waste entire days looking at gifs.

For the smartphone mortals among us, Nokia has also updated its mid-range Lumia 800. The Lumia 820 looks to be the 920's scrappy younger brother. A slightly smaller (4.3-inch) display with half the pixel-count and no PureView upgrade for the camera are the chief differences, though on the 820 wireless charging becomes an optional feature.

When the time comes to make calls from your Lumia 920 or 820, both phones will support HSPA+ or LTE, presumably depending on carrier availability.

Whether you love the Windows Phone 8 UI or hate it, there's no denying that the current state of the Windows Phone marketplace will probably be the Lumia 820 and 920's main shortcoming. This is the catch-22 of device adoption: developers won't make Windows Phone 8 apps until everybody buys Windows phones; but lots of folks won't buy them until the app selection improves. Preloaded apps like Nokia Maps and Nokia's ESPN app are great; but Apple's App Store and Android's Google Play store will definitely have a leg up for a while.

Can sweet hardware compensate for a limited app market? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

Last week, we heard from Fernando Meireilles that his close friend and fellow filmmaker Jose Padilha was going through "hell" on the set of his upcoming RoboCop reboot. However, Padilha plays down these claims in a recent interview with Brazilian newspaper Cinema em Cinema.

"I have a script I’m happy with and I got the cast I have picked," he said. "The director of photography is Lula Carvalho, my editor is Daniel Rezende (City of God, Elite Squad, The Tree of Life). I was even consulted for the selection of the producers."

As for the rumors of his bad time spent in pre-production, the director added, "We deal with those difficulties with coolness and familiarity."

So perhaps Padilha's hellish experience with the studio was a little bit exaggerated. On the other hand, as Latino Review points out, this could also just be the RoboCop helmer's own way of protecting himself.


Source : feeds[dot]ign[dot]com

Last week, we heard from Fernando Meireilles that his close friend and fellow filmmaker Jose Padilha was going through "hell" on the set of his upcoming RoboCop reboot. However, Padilha plays down these claims in a recent interview with Brazilian newspaper Cinema em Cinema.

"I have a script I’m happy with and I got the cast I have picked," he said. "The director of photography is Lula Carvalho, my editor is Daniel Rezende (City of God, Elite Squad, The Tree of Life). I was even consulted for the selection of the producers."

As for the rumors of his bad time spent in pre-production, the director added, "We deal with those difficulties with coolness and familiarity."

So perhaps Padilha's hellish experience with the studio was a little bit exaggerated. On the other hand, as Latino Review points out, this could also just be the RoboCop helmer's own way of protecting himself.


Source : feeds[dot]ign[dot]com

New tour dates have been added to The Legend of Zelda: Symphony of the Goddesses tour. The show features live orchestral performances of classic Zelda tunes, as well as a new four-movement symphony recounting the storylines from Ocarina of Time, Wind Waker, Twilight Princess and A Link to the Past. The concert also highlights music from Majora’s Mask and Link’s Awakening, as well as other games in the series.

The newly announced dates are as follows:

Sept. 15: Toronto, Ontario, Canada (Sony Centre for the Performing Arts)

Sept. 22: Minneapolis, Minnesota (Orpheum Theatre)

Oct. 12: Dallas, TX (AT&T Performing Arts Center)

Oct. 18: Boston, Massachusetts (Wang Theatre)

Oct. 25: Chicago, Illinois (The Chicago Theatre)

Nov. 3: San Antonio, TX (The Majestic Theatre)

Nov. 6: Calgary, Alberta, Canada (Southern Alberta Jubilee Auditorium)

Nov. 28: New York, New York (The Theater at Madison Square Garden)

Dec. 8: West Palm Beach, Florida (Raymond F. Kravis Center for the Performing Arts)

Dec. 9: Miami, Florida (Adrienne Arsht Center)

Dec.14: San Jose, California (San Jose Civic Auditorium)

To commemorate the tour, the Nintendo World Store (located in New York City) will be hosting a special event on Friday, September 14 from 6-9pm. The event will feature an interactive workshop with ocarina expert David “Docjazz” Ramos, a mini-concert and photo opportunities.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : feeds[dot]ign[dot]com

New tour dates have been added to The Legend of Zelda: Symphony of the Goddesses tour. The show features live orchestral performances of classic Zelda tunes, as well as a new four-movement symphony recounting the storylines from Ocarina of Time, Wind Waker, Twilight Princess and A Link to the Past. The concert also highlights music from Majora’s Mask and Link’s Awakening, as well as other games in the series.

The newly announced dates are as follows:

Sept. 15: Toronto, Ontario, Canada (Sony Centre for the Performing Arts)

Sept. 22: Minneapolis, Minnesota (Orpheum Theatre)

Oct. 12: Dallas, TX (AT&T Performing Arts Center)

Oct. 18: Boston, Massachusetts (Wang Theatre)

Oct. 25: Chicago, Illinois (The Chicago Theatre)

Nov. 3: San Antonio, TX (The Majestic Theatre)

Nov. 6: Calgary, Alberta, Canada (Southern Alberta Jubilee Auditorium)

Nov. 28: New York, New York (The Theater at Madison Square Garden)

Dec. 8: West Palm Beach, Florida (Raymond F. Kravis Center for the Performing Arts)

Dec. 9: Miami, Florida (Adrienne Arsht Center)

Dec.14: San Jose, California (San Jose Civic Auditorium)

To commemorate the tour, the Nintendo World Store (located in New York City) will be hosting a special event on Friday, September 14 from 6-9pm. The event will feature an interactive workshop with ocarina expert David “Docjazz” Ramos, a mini-concert and photo opportunities.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : feeds[dot]ign[dot]com

Sometimes you can be too famous.

Actor Tobey Maguire has been cut from the final edit of director Ang Lee's upcoming Life of Pi, where he had a small role as a writer interviewing the other characters. According to sources for The Hollywood Reporter, "the actor's performance wasn't working -- he may have been too famous for the role." The cast is made up of relative unknowns.

The character has been recast and reshot with Prometheus actor Rafe Spall.

Maguire told THR, "I fully support Ang's decision to go a different direction for this role in Life of Pi. Ang shared a lot of the film with me, and what I saw was absolutely beautiful."

"To be consistent with the other casting choices made for the film, I decided to go with an entirely international cast. I very much admire Tobey and look forward to working with him again in the future," said Lee.

Life of Pi opens December 14.


Source : feeds[dot]ign[dot]com

Sometimes you can be too famous.

Actor Tobey Maguire has been cut from the final edit of director Ang Lee's upcoming Life of Pi, where he had a small role as a writer interviewing the other characters. According to sources for The Hollywood Reporter, "the actor's performance wasn't working -- he may have been too famous for the role." The cast is made up of relative unknowns.

The character has been recast and reshot with Prometheus actor Rafe Spall.

Maguire told THR, "I fully support Ang's decision to go a different direction for this role in Life of Pi. Ang shared a lot of the film with me, and what I saw was absolutely beautiful."

"To be consistent with the other casting choices made for the film, I decided to go with an entirely international cast. I very much admire Tobey and look forward to working with him again in the future," said Lee.

Life of Pi opens December 14.


Source : feeds[dot]ign[dot]com

Valve has announced that submitting a game to Steam Greenlight will now cost $100. Steam Greenlight was announced in July and allows users to vote on which games they believe should be available for sale on Steam, but in an announcement posted on the Steam Community, Valve says there is “unfortunately a significant amount of noise and clutter being submitted, either as a joke or by fans not fully understanding the purpose of Greenlight.”

In order to cut down on that noise, Valve will be charging a $100 fee for developers to post a game to Greenlight. All proceeds from the fees will be donated to the Child’s Play charity, as Valve says “we have no interest in making money from this, but we do need to cut down the noise in the system.” The announcement notes that anyone who has already submitted a game to Greenlight will not be charged the fee retroactively, but they will need to pay for future submissions.

Valve is also changing discoverability in Greenlight, giving users new ways to find games that relate to their interests. “The next time you visit Steam Greenlight you’ll be shown a smaller, manageable list of games that you haven’t rated,” the announcement says. “This view is a mix of popular games and new games to Greenlight.”

Valve concluded by saying it’s “very interested in maintaining an environment that is fair and beneficial to everyone involved, and one that is fun and rewarding to join” and that it will “keep iterating on this system and updating as we learn more about how the community and developers want to utilize it.”

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

Valve has announced that submitting a game to Steam Greenlight will now cost $100. Steam Greenlight was announced in July and allows users to vote on which games they believe should be available for sale on Steam, but in an announcement posted on the Steam Community, Valve says there is “unfortunately a significant amount of noise and clutter being submitted, either as a joke or by fans not fully understanding the purpose of Greenlight.”

In order to cut down on that noise, Valve will be charging a $100 fee for developers to post a game to Greenlight. All proceeds from the fees will be donated to the Child’s Play charity, as Valve says “we have no interest in making money from this, but we do need to cut down the noise in the system.” The announcement notes that anyone who has already submitted a game to Greenlight will not be charged the fee retroactively, but they will need to pay for future submissions.

Valve is also changing discoverability in Greenlight, giving users new ways to find games that relate to their interests. “The next time you visit Steam Greenlight you’ll be shown a smaller, manageable list of games that you haven’t rated,” the announcement says. “This view is a mix of popular games and new games to Greenlight.”

Valve concluded by saying it’s “very interested in maintaining an environment that is fair and beneficial to everyone involved, and one that is fun and rewarding to join” and that it will “keep iterating on this system and updating as we learn more about how the community and developers want to utilize it.”

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

Remote Play -- the ability to tether your PlayStation Vita to a PlayStation 3 and access content on that PS3 from anywhere via wifi -- hasn't gotten much use since Sony's handheld debuted. However, PlayStation is looking to change that today with patches for the God of War Collection and The Ico and Shadow of the Colossus Collection.

After installing the free game updates (God of War's is available now but Ico's isn't yet), the Vita can connect to its registered PS3 and play the collections off the console. Extra buttons -- such as R2 and L2 -- are mapped to the rear touch panel. From our brief time with the God of War Collection, Remote Play is easy to setup and works well. Latency doesn't seem to be a problem for Kratos, but that might depend on how strong your wifi connection is.

Let us know your Remote Play impressions in the comments below.

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : feeds[dot]ign[dot]com

Remote Play -- the ability to tether your PlayStation Vita to a PlayStation 3 and access content on that PS3 from anywhere via wifi -- hasn't gotten much use since Sony's handheld debuted. However, PlayStation is looking to change that today with patches for the God of War Collection and The Ico and Shadow of the Colossus Collection.

After installing the free game updates (God of War's is available now but Ico's isn't yet), the Vita can connect to its registered PS3 and play the collections off the console. Extra buttons -- such as R2 and L2 -- are mapped to the rear touch panel. From our brief time with the God of War Collection, Remote Play is easy to setup and works well. Latency doesn't seem to be a problem for Kratos, but that might depend on how strong your wifi connection is.

Let us know your Remote Play impressions in the comments below.

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : feeds[dot]ign[dot]com

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