July 27, 2010 ,
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By WILLIAM VITKA
It's literally impossible to get too much of Kratos and the God of War games. So, thankfully, Sony's just released some new gameply footage of the upcoming PSP game, Ghosts Of Sparta, which shows off... Read on
July 27, 2010 ,
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By WILLIAM VITKA
HexaLex, which is like Scrabble, except made more awesome and diagonal, recently had an update that adds 'Shuffle Match' (basically allowing for random online matches) -- and is on sale for the next... Read on
HexaLex, which is like Scrabble, except made more awesome and diagonal, recently had an update that adds 'Shuffle Match' (basically allowing for random online matches) -- and is on sale for the next couple days for $1.99.
It'll return to its usual price of $2.99 after July 29th.
"I got to work on Shuffle Match almost immediately after the last update was finished," said Nathan Gray, the game's creator, in a statement. "Scrabble and Words with Friends addicts were thrilled to have a new, original crossword game to play; many of them found that cross-training with HexaLex improved their performance in other crossword games! But they made it clear that they wanted to test their mettle against strangers as well as friends. I’m really happy to deliver that option today.”
HexaLexhas been getting rave reviews, and the 'Shuffle Match' update removes one of the major gripes that folks had about the game -- that you couldn't play with folks you didn't know.
So get it while the getting's good.
Get the app here.
July 23, 2010 ,
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By WILLIAM VITKA
If I said that Blacklight: Tango Down could be described as Modern Warfare 2 Lite, you might think it an insult, but that's far from the truth.What I mean when I say that is: Blacklight is a... Read on
If I said that
Blacklight: Tango Downcould be described as Modern Warfare 2 Lite, you might think it an insult, but that's far from the truth.
What I mean when I say that is:
Blacklightis a stunningly robust shooter with action spanning 12 maps and a variety of multiplayer modes including hundreds of weapon customizations and unlockables. But that all comes with the itty bitty price tag of $15.
It's 'lite' on cost, but not on quality.
First things first, how does the game feel? Great. the controls are tight and responsive. It handles, in fact, like any AAA first-person-shooter. And the weapons are satisfying as hell to shoot.
Better, it looks superb as well. Since this is a PSN/Xbox Arcade title, we aren't quite talking about MW2 levels of graphical prowess, but it's (again) an impressive package -- especially when you consider the price.
The primary gimmick of the game is a player's HRV (Hyper Reality Visor), which (when activated) shows you the location of enemies and objectives all throughout the map. The catch is that when HRV is active, you can't use any weapons, and afterward, you need to let it recharge. It's great for tacticians and helps you snipers out there ensure that the nobody's sneaking up on you to bash your head in (this, as it happens, is something I love doing to snipers).
As you play, you gain levels. And as you gain levels, you unlock more and more attachments to the basic weapon skeletons (Assault Rifle, SMG, Sniper, Shotgun, Light Machine Gun) which allows you to turn them into anything you damn well please, really. And there are HUNDREDS of unlockables. It's staggering.
The only down side is the single player -- but not because it's bad -- it just doesn't really make a ton of sense. There's no story, really. You're just kind of plopped into a scenario and told to go kill things. Thankfully, the single-player (which can be played co-op as well) isn't the focus. The multiplayer is. And the multiplayer is a blast.
Tango Down really is a top-notch shooter, and it is sort of in a class of its own. There certainly isn't anything else like it on the Arcade or the PSN. And frankly, Blacklight is worth your time and money.
Final Grade: A
Blacklight: Tango Down is rated T for Teen and is available on Xbox Live Arcade, PlayStation Network, and PC
July 21, 2010 ,
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By ANTHONY SULLA-HEFFINGER
Activision has released the artists that will be featured in both of their upcoming fall releases, DJ Hero 2 and Guitar Hero: Warriors of Rock. From what has been shown of both games, it seems as if... Read on
Activision has released the artists that will be featured in both of their upcoming fall releases, DJ Hero 2 and Guitar Hero: Warriors of Rock. From what has been shown of both games, it seems as if Activision has taken the next installments in both of their wildly successful “Hero” franchises to a whole new level.
The soundtrack for DJ Hero 2 is going to feature over 100 of the world’s hottest DJs and music artists, and will allow gamers to mix and mash their favorite songs into original compilations.
Some of the artists that will be featured are Eminem, Lady Gaga, Soulja Boy, 50 Cent, M.I.A., Timbaland.
“We’re excited to bring the hottest hits from our biggest artists to DJ Hero 2 including Eminem, Lady Gaga, Soulja Boy, 50 Cent, M.I.A., Timbaland, Yeah Yeah Yeahs, and many more,” said Steve Berman, Vice Chairman, Interscope Geffen A&M.
“The blockbuster lineup of music we’ve contributed, when mixed by world renowned DJs exclusively for the game, will help deliver one of the best soundtracks in all of entertainment.” Berman said in a press release.
I don’t know about you but I am really hoping that DJ Hero features some really creative mixes, maybe even one that mashes together Gaga’s “Just Dance” and Soulja Boy’s “Crank Dat.” It could be called “Crank Dance”
For a full list of the artists that will be featured in the game,
click here.
As for Guitar Hero: Warriors of Rock, the franchise will tap the legendary rock band Rush to help drive the game’s story mode.
Activision has teamed up with Rush to bring the band’s epic seven-part suite from the 2112 album into Guitar Hero: Warriors of Rock. The game’s all-new story-driven Quest mode will take the 20-minute long, seven-part piece and lead gamers to find a hidden guitar to help slay “The Beast.”
Rush’s Geddy Lee gave some details into how the band’s work will tie into the game.
“The music, the story and the journey of 2112 lends itself perfectly to the quest in Guitar Hero: Warriors of Rock,” Lee said.
“In our story, the caves of 2112 are where our hero finds the lost guitar and this rediscovery of music is much like the Guitar Hero warriors’ journey to find the Demi-God of Rock’s Legendary guitar, which has been trapped in a cavern.”
The seven pieces to be featured are:
· “2112 Pt. 1 – Overture”
· “2112 Pt. 2 – The Temples Of Syrinx”
· “2112 Pt. 3 – Discovery”
· “2112 Pt. 4 – Presentation”
· “2112 Pt. 5 – Oracle: The Dream”
· “2112 Pt. 6 – Soliloquy”
· “2112 Pt. 7 – Grand Finale”
It also turns out that other band members are extremely supportive of the rock franchise.
“I love the idea of Guitar Hero; they have combined two great things – music and fun,” said Alex Lifeson of Rush.
Rush joins a comprehensive list of artists including Queen, Muse, Slipknot, KISS and Black Sabbath.
Here's a look at the video announcement and Gameplay featuring Rush's 2112:
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Both DJ Hero 2 and Guitar Hero: Warriors of Rock are slated to hit shelves this fall.
July 21, 2010 ,
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· 2Pac· 50 Cent· Adamski· Afrika Bambaataa & The Soul Sonic Force· Armand Van Helden· A-Trak· B.o.B.· Basement Jaxx· BlakRoc· Bobby Womack· Bruno Mars· Busta Rhymes· Calvin Harris· Chamillionaire·... Read on
· 2Pac
· 50 Cent
· Adamski
· Afrika Bambaataa & The Soul Sonic Force
· Armand Van Helden
· A-Trak
· B.o.B.
· Basement Jaxx
· BlakRoc
· Bobby Womack
· Bruno Mars
· Busta Rhymes
· Calvin Harris
· Chamillionaire
· Chic
· Chris Willis
· Clinton Sparks
· Colby O’Donis
· Daft Punk
· Damian Marley
· David Guetta
· Deadmau5
· Deee-Lite
· Dillinja
· Diplo
· Dizzee Rascal
· DJ Shadow
· Donna Summer
· Dr. Dre
· Drake
· Edwin Starr
· Eminem
· Estelle
· Flo Rida
· Gorillaz
· Grandmaster Flash & The Furious Five
· Harold Faltermeyer
· House Of Pain
· Iyaz
· Jackson 5
· Janet Jackson
· Justice
· Kanye West
· Kaskade
· Kelis
· Keri Hilson
· Kid Cudi
· Kool & The Gang
· Lady Gaga
· Lil Jon
· Lil Wayne
· LL Cool J
· M.I.A.
· M|A|R|R|S
· Major Lazer
· Malcolm McLaren
· Mase
· Melle Mel & Duke Bootee
· Metallica
· Missy Elliott
· Mos Def
· MSTRKRFT
· N.O.R.E.
· Nas
· Nate Dogg
· Naughty By Nature
· Nelly
· New Boyz
· New Order
· Newcleus
· Nightcrawlers
· Orbital
· Pharoahe Monch
· Pirate Soundsystem
· Pitbull
· Puff Daddy
· Pussycat Dolls
· Rihanna
· Robin S.
· RZA
· Salt N Pepa
· Sam Cooke
· Sam Sparro
· Sean Paul
· Skibadee
· Sneaky Sound System
· Snoop Dogg
· Snow
· Soulja Boy Tell Em
· Sparfunk & D-Code
· Static Major
· Stevie Wonder
· Talib Kweli
· The Chemical Brothers
· The Crystal Method
· The Egg
· The Notorious B.I.G.
· The Prodigy
· Tiësto
· Tiga
· Timbaland
· Tweet
· Walter Murphy
· Warren G
· Wayne Smith
· Will.I.Am
· Yeah Yeah Yeahs
· Young Jeezy
July 19, 2010 ,
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By WILLIAM VITKA
Every gamer gets that cold feeling in their stomach when they learn that a game based on a beloved movie is on its way. The reason is simple: games that tie in with films are terrible, as a rule of... Read on
Every gamer gets that cold feeling in their stomach when they learn that a game based on a beloved movie is on its way. The reason is simple: games that tie in with films are terrible, as a rule of thumb.
And yet, with Avalanche Studios' Toy Story 3, that isn't the case.
The game is, in fact, pretty awesome.
You (and a friend, if you want) take control of the film's main protagonists: Woody, Buzz Lightyear, and cowgal Jessie (they aren't voiced by the actors from the film -- Tom Hanks, Tim Allen, Joan Cusack -- and the imitators, while sounding good on their own, don't really sound like the characters). Throughout the course of the story campaign, you'll be switching between all three to complete certain objectives, as each level's objective requires some rotating.
The game handles itself just as any third-person platformer might. The controls are tight and responsive. And the unique abilities of each character is done well.
But more important, perhaps, than that is the level design, which is spectacular. While the main campaign suffers a little from some of the stilted 'there's a thing we need but can't reach'-style quest, each level is vibrant and memorable and not at all boring.
There's even a good mix between quests like that and rail/vehicle levels, Buzz blasting through an asteroid field being my favorite.
Where the game really shines, though, is the open-world Toy Box mode, which I can only think to describe as Grand Theft Toy. It really is a kind of E-rated GTA, and it's a blast. You can even use the cool stuff you unlock in the story mode to build the city here up, adding new items and people to run around with.
Visually, the game is wonderfully vibrant. It does justice to the computer generated folks in the film. The characters, while not sounding like their cinematic counterparts, certainly
look like them.
What we're left with *gasp* is a really good licensed game. It isn't perfect, but there are far worse ways to spend your money. And if you've got little ones around, this would serve their entertainment needs well.
Final Grade: B
Toy Story 3 is rated E 10 and up, and is available for the PlayStation 3, Xbox 360 and Wii
July 15, 2010 ,
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By WILLIAM VITKA
I'm just going to come out and say that it's impossible not to love -- adore, even -- a game that skewers RPG fetch quests by having you gather demon poop. But, then, that's Deathspank. It's the... Read on
I'm just going to come out and say that it's impossible not to love -- adore, even -- a game that skewers RPG fetch quests by having you gather demon poop.
But, then, that's
Deathspank. It's the funniest, most enjoyable Xbox Arcade/PlayStation Network title. Period. And we should expect no less from the legendary Ron Gilbert.
You are Deathspank (duh), a purple-thonged ne'er-do-well who isn't exactly the sharpest knife in the drawer, but thinks he is. His job, at first, is the secure an artifact called ... The Artifact. And thus your quest begins, getting crazier and crazier and wittier and wittier.
As the story moves along, you'll find yourself out to destroy the Tolkien-yet-perverse Seven Thongs of Virtue -- which have corrupted all wearers but one: DeathSpank himself. And while he's incorruptible, he's not terribly bright -- plus everyone in the world wants and needs him to do favors.
In terms of gameplay, it's simple but pleasant, and controls like most isometric titles (movement with the left thumbstick, camera with the right, A,B,X,Y buttons for various attacks). The world itself moves along on a 2D/3D cylinder, keeping with the 'simple' mantra. And DeathSpank responds very well to your commands, and leveling him up is a breeze.
The game also boasts hundreds of pieces of armor, weapons and unique items to toy with on your adventures.
Deathspank, if I were to put it in terms of awesomeness, is like playing through your favorite cartoon. It's a satire of all other RPGs (and is one itself), but it does what it does brilliantly. It's level system, quest mechanics, and gameplay are perfect. The dialogue will have you laughing out loud. And it has style to spare.
The only bad thing about Deathspank is the inventory system, which can quickly become cluttered, and is sort of a pain to maintain since you have to manually move items one-by-one into a 'grinder' that destroys the items and gives you their worth in gold.
All things considered, the inventory system is just an annoyance when compared to the geniune hilarity and wacked-out adventures in the game.
Do not miss
DeathSpank.
Final Grade: A
DeathSpank is rated T for Teen and is available on the Xbox Arcade and PlayStation Network for 1200 Microsoft Points or $14.99 respectively.
July 15, 2010 ,
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By ANTHONY SULLA-HEFFINGER
I had the chance to play a demo of Smackdown vs. Raw 2011 at THQ’s 2010 Holiday Junket, and it looks like a title wrestling fans will be craving come October.Global Brand Manager Bryce... Read on
I had the chance to play a demo of Smackdown vs. Raw 2011 at THQ’s 2010 Holiday Junket, and it looks like a title wrestling fans will be craving come October.
Global Brand Manager Bryce Yang was on hand to walk me through the demo, which featured a TLC match, or Tables, Ladders and Chairs for those of you who aren’t familiar with the WWE Universe, and it looked incredible.
In what he described as “the Madden of wrestling,” Yang showed off the new physics engine, improved gameplay mechanics and amped up action that fans have come to expect from the long-running franchise. With its 12th installment this fall, fans will get the ultimate WWE experience, a goal that Yang and the rest of the SvR team has aimed for since day one.
“This game is 100% authentic; it’s for the fans, because they just want wrestling. You can recreate any scenario from the television programs and everything has been tailored to make this the best WWE experience we have ever had,” Yang said.
He wasn’t lying either, the game’s presentation looks as polished as ever and everything down to the camera angle of the Undertaker’s entrance is dead on (no pun intended).
Randy Orton’s ring approach allowed Yang to show how the character models of the WWE Superstars no longer look like bulky figures that only move their appendages. Orton moved smoothly and seamlessly down the ramp and into the ring, reflecting not only the brand new physics engine, but also what Yang called the “baby oil treatment.”
Once the match commenced, I was able to see that while the control scheme and basic gameplay mechanics remain the same from the previous year’s installment, the level of detail and unpredictability has been dialed up to 11.
The items, set up all around the ring, now have their own sense of weight. When the Undertaker sends Orton’s body screaming through a wooden table, the table didn’t just snap in two, but shatters into smaller pieces.
In addition to the added level of destruction, the action had to be amped up a bit too. This year’s game will feature more devastating finishers, letting players stack items and perform finishers off of one object and through another. This was illustrated very nicely when Taker chokeslamed Orton off the top of a ladder and through a table (don’t try THAT at home). Players can also perform signature moves such as the “Conchairto” and place opponents’ limbs into folding steel chairs to ensure careers are ended (not really, they’ll be back next week).
Also, all of the WWE flare can be expected in SvR ’11, from the Undertaker’s patented entrance to Randy Orton’s famous “Viper” set up before he delivers a punishing punt or devastating RKO. Yang said this was a “living, breathing WWE experience” and that it is the “closest the viewer can get to experiencing their defining WWE moments.”
While Yang wasn’t able to give me much detail regarding the online improvements, he did say both online and single player modes will be beefed up for the new installment. He said there will be over 70 different Superstars, over 100 different types of matches, more freedom in both single player’s Road to Wrestlemania mode and online play, and that the user created stories and characters will be made deeper and more accessible online.
With that said, it’s almost impossible not to be excited about SvR ’11, especially considering the massive following the WWE has managed to generate over the span of its many years. I know I’ll be looking forward to laying the Smackdown on my friends this fall.
WWE Smackdown vs Raw 2011 is slated to hit stores on October 26, 2010.
July 13, 2010 ,
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Maxine Shen
Like the good little Xbox Acolyte you know you are, you rushed out and bought a brand new shiny - and skinnier! - Xbox 360 when it was announced and released last month. You've enjoyed the... Read on
Like the good little Xbox Acolyte you know you are, you rushed out and bought a brand new shiny - and skinnier! - Xbox 360 when it was announced and released last month. You've enjoyed the 250GB hard drive and built-in Wi-Fi...but felt that something was missing. Namely, a wireless, controller-free way to control your precious new sleek black box.
You need the Kinect. You want the Kinect. But, you can't have the Kinect. Not until November.
Walmart can't get you a Kinect any faster, but the mega store
isoffering up a pretty package in hopes of enticing you to pre-order one of the body movement-based controllers from them, instead of the competition.
Unlike other pre-order deals, which usually involve some kind of dumb figurine or ultimately useless miniature helmet, the Walmart.com Kinect bundle is a somewhat good deal.
For $199.99 (+ 97 cents shipping), you'll get:
-The Xbox Kinect (worth $149.99)
-A $30 Walmart.com eGift Card
-and your choice of one Kinect launch title (pick from "Kinect Sports," "Kinect Dance Central," "Kinect Joy Ride" or "Kinectimals," games which retail for $60 a pop)
Add it all up and Walmart is basically giving you $40, gratis.
If you were planning on buying any of the above-mentioned games, you might want to consider this package, since buying a game and the Kinect would set you back $210...which is already $10 more than you'd spend for the bundle.
Better hurry though, the offer expires on July 23.
July 12, 2010 ,
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By ZOEY SACHS
One might not recognize the name Her Interactive, but the award-winning company has released over two dozen games and stands at the forefront of intelligent, woman-geared gaming. Founded in 1995, HI... Read on
One might not recognize the name
Her Interactive, but the award-winning company has released over two dozen games and stands at the forefront of intelligent, woman-geared gaming. Founded in 1995, HI has had one major guiding principle: quality. Megan Gaiser, CEO of Her Interactive, was kind enough to sit down with us to discuss the industry, women in games, and what's on the horizon.
Megan Gaiser:Her Interactive was a division of American Laser Games (which was an arcade kind of shoot 'em up company. In the late 80’s, early 90’s, they went belly up) and it was actually the brain child of the wife of the CEO way back when in Albuquerque. They created the first game for girls in 1995 and it sold about 30,000 units when no one believed in the market.
In '97 we got the Nancy Drew license.
Before [I joined Her Interactive], I was a filmmaker of educational documentaries for 11 years and I was really interested in the company because I was actually editing a documentary that had something to do with women’s issues at the time.
I was really excited for the opportunity to help broaden people’s perspective of women in boys and men in general -- not all boys like violent games. So I took the step of moving to Seattle, the hub, without a job.
I was 35 and I got a job with Microsoft. I learned stuff there, but it wasn’t really my thing. I was used to making things with meaningful content.
Someone said, "You should meet the new CEO of Her Interactive" -- who was brought in to restructure the company after American Laser Games. So we met and we got along really well. And finally I just decided, "you know what? I think that is so interesting -- to create games for girls."
I knew nothing about it. And I didn’t know there were no games for girls. So I took a job. And then a year and a half later we created our first game. And we took it to all the publishers and to the retail shelves and all of them said ‘"This is a really good quality game, but I’m sorry, girls are computer-phobic and they will never play video games. So we’re not gonna take the game." That was in ’99.
Zoey Sachs:Are you talking about S
ecrets Can Kill?
Megan:Yes, that’s the first game.
Zoey:Which you guys are actually remastering for now, right?
Megan:Yes, that's right! So we knew they were crazy because girls, women, are 51 percent of the population. They target books and music towards females, why would they stop at computer games? And if they had done their homework they would see that
Ada Lovelacewas considered the first programmer in 1858 and in 1958 Grace Hopper was one of the first female programmers. So, they obviously just had a sexist attitude.
Anyway, we decided well, if they’re not gonna let in their front door we’ll just go around back and start selling on Amazon. And we were learning how to package and do PR and marketing, selling and all that stuff and the game sales took off. And the New York Times dubbed us the "Un-Barbie of Computer Games". We were so proud. Because, you know, we made great games. And the games – they’re not girly games -- they’re great games.
So, anyway, the same publishers came back and wouldn’t you know it, they did a deal with us in retail. So there you go. So that’s how we got in. Then we decided since we became publishers on Amazon, and the publishers are making all the money in retail, we should teach ourselves how to do that. So we did. And we found somebody who knew the space and hired him to teach us and in 2002 we became retail publishers and that’s when we became profitable. Since then we’ve sold 8 million games. We’re the number one. We’ve won 20 consecutive parents' choice awards.
So that’s the story!
Zoey:What do you think it is about Nancy Drew that allowed her to flourish for the past 80 years?
Megan:I think it is because Nancy Drew has touched American women so palpably. For example, I’ve been at this 12 –13 years and every time I tell a woman what I do they will first usually bow down out of respect to Nancy and secondly begin to tell me why
theyare so successful because of Nancy Drew.
There is this ‘I can do it’ spirit – totally empowering. When we made the games for girls ten to fifteen, a lot of the girls didn’t really know Nancy Drew... So what happened was the moms bought the games to inspire their girls just like they were inspired as girls and then the moms got hooked on the games. And then the moms gave the games to their moms so it has become a cross-generation phenomenon. Not only females, but men – now fathers are playing, young boys are playing and now they’re all playing together. What’s really cool is that this is day and age where you have so many gadgets, I-phones, that it’s hard to connect with your family. These games are actually connecting generations with something that keeps the mind sharp. It’s empowering, it teaches you self confidence, problem solving, how to make choices.
Zoey:And for a lot of girls you think it’s just a video game and then you find out there’s a plethora of books written and it opens up this whole new world.
Megan:Yes and the ones who have the books go to the games! I think it’s 62 percent of our customers, when they play one game, they play them all and it doesn’t even matter in what order. And the other cool thing is that our games take place in real world locations.
[Nancy Drew] has become the most popular and longest running adventure series and we’re going to Japan for our next one. There’s a lot of cultural discoveries, so you’re learning even though you don’t know it... And we put humor in it because we did use ability testing with girls in '97 and we found out what they liked about existing games and what they thought about Nancy Drew. They told us that the ones who really did know Nancy Drew they said, "You know she’s great but she’s too perfect. Can you give her acne or something? So I can feel like I can play her." So what we did with that is use humor and a lot of self deprecating humor...
Zoey:Reliability is the number one thing for kids.
Megan:So we’ve created a game for mystery lovers. We just happened to listen to the female audience.
Zoey:What is it about Nancy Drew that made you want to bring her to the gaming world?
Megan:I really think she was one of the first characters to propel women forward. You look at Gloria Steinem all these women, and Nancy Drew is their hero. Even now the three women supreme court justices – it wasn’t their moms who inspired them, it was Nancy Drew for God’s sake. So this is something that’s really powerful and what we’re trying to do is – you know, we’ve been sucessful, we’re on our 25th game – so now we’re really trying to get the word out to everyone. Because we’re well known in the gaming industry, but there are lots of moms and daughters and families who do not know about us.
Zoey:What are your thoughts on being a woman in a male-dominated profession? Is there pressure to – well, you guys pride yourself on being non-violent. I read that the only Nancy Drew book that had violence in it was the first book where someone was murdered and then after that there was no violence. So, have you ever felt any pressure to put any violence – even an insinuation of violence – to try and ‘keep up’ with the industry?
Megan:One of our strategies from the beginning was to preserve the classic look and feel of Nancy Drew while bringing her into modern times. And that really means to preserve the integrity of the brand. And the brand really is really a non-violent brand. I mean, there is a little of this and a little of that but really we didn’t want to make that the focus.
In terms of being in a male-dominated industry, I’ve seen a lot of changes in the past 13 years. The way I became the CEO was an interesting one. The CEO who was brought in to restructure the company resigned, and they said "Would you like to do it?"
I naively said yes and have been learning since. I decided to just give it everything I had and talk to people and take courses and I reached out to and introduced myself to people in the industry. "What are you doing with that?" "How do you do that?" I was just open about it and completely curious.
In the early days we almost closed our doors several times. We've really overcome so many obstacles. It was just that stick-to-it-ness and that determination and our creative resourcefulness. We're an incredibly creative team, number one. And I've had a lot of obstacles because in the beginning they would say "Why are you making these games for girls?" and now they're asking us "How do you make these games for girls?!"
They first said, "If you're going to make a game, make it pink and they'll come." What we did is make it un-pink and they still came! We made intelligent games because the whole point is to, by expanding the content of these games, we're expanding people's minds to understand that there are as many girls and women as there are perspectives and so there needs to be a diversity of content that satisfies all of women's preferences.
You might want science games, so let's do that. Not just Barbie and Nancy Drew. We're at the beginning of this medium and it's an art form! What we're doing is impacting our generation and future generations. With Her Interactive, we feel it's our honor and responsibility and opportunity to create quality games of substance.
Zoey:Are you planning to branch out? On your website you list two or three other games that are not Nancy Drew-related.
Megan:We have a Hardy Boys game for the DS. And we've done a Nancy Drew Wii title and a Nancy Drew casual game. But having another brand is definitely one of our goals. We'll probably extend out to a few more platforms with Nancy Drew, as well.
Zoey:I wanted to talk about female characters in contemporary games. You can see in their own way that they have pros and cons. For example, Tomb Raider, Lara Craft -- a very powerful woman, yet still wears tight, clingy clothes that show off her cleavage. I remember the first thing I heard about her was "Oh man! She's really hot!"
Megan:Which absolutely distorts the message. So what I would say to that is, just take another medium like film. Film started out with a few genres. Now it's segmented to the point where there's as many genres as there are films. We're not there yet in gaming, but we will be there.
Lara Croft was not created for girls. The audience for that is men. That doesn't necessarily appeal to all of us. Some girls do like it, by the way.
Zoey:Well, yeah, they're still kick-ass women but…
Megan:Yes, it's still a small step in the right direction on their part.
It was funny because doing the games interestingly enough there are sometimes more similarities than differences between girls and boys. We just happen to actually ask that audience what these girls want. But in terms of the differences, the girl audience said 'We don't appreciate being portrayed as victims, or victims of violence. We don't appreciate our body parts being completely exaggerated.' Other than that they want a great game. And we position our games for history lovers because there a lot of men and boys playing our games.
Zoey:Maybe with the positive feedback companies will say "well we've been focusing on boys games for so long and now everyone seems to be into Nancy Drew. Let's see what we can do with that." And even though Nancy Drew is fictitious, she seems so real. Especially when she's affected so many people and what they do.
How have you seen Nancy Drew grown since your first game? You said it was important for you to bring her into modern times.
Megan:Yeah, now she has a cell phone. The first game was pretty basic but as we went on we tried to stay current to incorporate a cell phone, a GPS, y'know, just to keep it fun and current.
Zoey:Do you think women are represented enough in gaming?
Megan:Especially with the introduction of with Wii, there's been a huge shift in learning and curiosity from the hardcore gamers and the male audience to now either hiring more women in their company to get their perspective whereas in the past I don't think that happened. As well as, y'know, Diner Dash --
Zoey:Which is one of my favorite games because Flo is just awesome. Her ability to multi-task is incredible. I think she's also a great character because she's got this attitude of 'I can do this' and takes over.
Megan:Exactly. So, yeah, I think there's been a tremendous amount of progress in that area. Women now as content creators, that's changing, and there's a lot of support for women to come into the industry.
Zoey:What kind of message is your company hoping to convey?
Megan:To be the leader in inspiring, fun, and high quality games.
Zoey:And what does the future hold for Her Interactive? That is, besides branching out into other types of games.
Megan:I think in this ever-changing market and the last three years with the price-drops dramatically and the market changes and all that, a lot of companies are in the process of refining their strategy. And we are one of them because it's no longer retail is shrinking. There's just a lot of things we have to go back to our plan and say okay, how do we make this -- one thing we're excited about is that we have always stayed true to our values and I think that's really important to remember as you make changes. Because another route is, oh, let's become a Facebook company or let's just jump off the next cliff, which can work for some people but it pollutes it. And we're just trying to keep our integrity as we make necessary changes to grow the company to the next level. And Nancy Drew has certainly been an outstanding kind of first series for us. We're also looking to partner and make strategic alliances with other companies whose brand may fit well together with ours to expand the awareness of what we're doing.