Tampilkan postingan dengan label generation. Tampilkan semua postingan
Tampilkan postingan dengan label generation. Tampilkan semua postingan

5 September 2012

Star Trek: TNG - Second Season Blu-ray Announced

Just in time for the holidays, Paramount and CBS Home Entertainment will bring Star Trek: The Next Generation - Season Two to Blu-ray December 4, 2012!

From the official press release, "Fans have been clamoring for a high-definition release of "Star Trek: The Next Generation,"" Ken Ross, Executive Vice President and General Manager of CBS Entertainment, said in a statement. "Transferring the series to high-definition presented difficult technical challenges, but our team has come up with a process to create true 1080p HD masters with true HD visual effects. We can’t wait to show fans how pristine the series looks and sounds with our upcoming Blu-ray releases."

CBS is, in fact, returning to the original film negatives, a mother lode of material encompassing 25,000-plus reels of footage, and editing the episodes together precisely as they were when they originally aired between 1987 and 1994. Visual effects will not be upconverted from videotape, but instead will be recompositioned. The freshly cut film will ultimately be transferred to high definition with 7.1 DTS Master Audio. And all of the work is being done in conjunction with respected, longtime Star Trek figures Denise and Michael Okuda, who are on board as consultants."

Fans can expect 1080p transfers, lossless audio, and archival extras, in addition to new extras produced exclusively for the Blu-ray release. More details on these goodies in the coming days.

Suggested retail for Star Trek: TNG - Season Two is set at $129.99. Amazon has already listed the Blu-ray with a pre-order price of $90.99.

Stay tuned for more news regarding this release. And if you haven't already, be sure to read our review of Star Trek: TNG - Season One, and listen to Scott Collura's exclusive interview with LeVar Burton!

"Do you realize how many great advancements of mankind have been tied to speed? This is a moment in history, right here, right now." Become a friend of R.L. Shaffer on Twitter, Facebook or MyIGN for quotes, rants, reviews, news and more!


Source : feeds[dot]ign[dot]com

30 Agustus 2012

The Last Days of Wii: Hits and Misses

Now that the Wii’s life cycle is coming to an end - and the next generation of Nintendo home consoles is right around the corner - we’ve been taking some time to recall the long and colorful journey of Nintendo’s little, white system. Join us as we celebrate the Wii’s last few months by continuing to look back at all the things that helped define how gamers, and the world at large, will come to remember the Wii generation.

Today we’re taking a look at a few of the Wii’s greatest success stories, and also at some of its biggest letdowns…

First Party Games

While many people associate the name “Wii” with massive amounts of shovelware, the truth is the system actually has some incredible software to its name - especially from the Big N itself. Super Mario Galaxy and Super Mario Galaxy 2 were both exceptional 3D platformers, bringing the Mario 64 magic into space and adding some impressive gravity-based physics to the mix. Other great Wii titles we got out of the Mushroom Kingdom include New Super Mario Bros. Wii, Mario Kart Wii, Super Paper Mario, Wario Ware: Smooth Moves and Wario Land: Shake It! Not too shabby, considering this is just one of Nintendo’s beloved properties.

On the Hyrule side of things, the system launched with the Wii version of The Legend of Zelda: Twilight Princess, which was originally developed for GameCube. While that game was amazing, more impressive was the Hylian adventure that was built from the ground-up for the system. The Legend of Zelda: Skyward Sword proved a sweeping and epic addition to the franchise, one that ranks among the best of the best in the land of Hyrule. With a touching story, expert execution of motion controls, and gorgeous, painterly graphics, Skyward Sword represented the realization of everything the Wii was capable of - and a beautiful realization it was.

Nintendo’s first party offering didn’t stop at their flagship franchises, either. We also got Super Smash Bros. Brawl, Metroid Prime 3 (as well as Metroid Prime Trilogy, which added motion controls to the first two titles), Donkey Kong Country Returns, Fire Emblem: Radiant Dawn, Kirby’s Epic Yarn, Punch-Out!!, and Kirby’s Return to Dream Land. Altogether it’s a pretty impressive library, especially for a system that often gets too little credit in that regard.

The Wii Revolution

To many gamers, the Wii didn't exactly live up to the rocking code name we were initially teased with. But in hindsight, the system really was nothing short of a “Revolution” - just maybe not in the way we were expecting. Wii helped expand the medium from a niche hobby to a worldwide phenomenon, shattering traditional expectations of gamer demographics and bridging the generations like no gaming system had ever done before.

Grandparents, parents, kids, adults - everyone you can imagine showed up for the Wii party, from hardcore gamers to people who had never touched a D-pad in their lives. They all invested in Nintendo’s tiny box, if only to have a few rounds of golf in Wii Sports or watch their weight with Wii Fit. Wii helped people who had never played video games transition from these casual focused experiences to more gamer-oriented titles like New Super Mario Bros. Wii. While most gamers begrudge the Wii’s more casual reputation, you can’t take away from Nintendo that it’s truly impressive what the Wii accomplished, and how important its success has proven to the industry as a whole.

Virtual Console

Most of us take the Virtual Console for granted - but that doesn’t take away from how incredible it really is. A Link to the Past, Chrono Trigger, the original Final Fantasy, Mega Man 2, Super Mario 64 - all these titles and many more can now be played without digging through the attic for your old collection or tracking down a used copy online or in a vintage game store.

The Virtual Console - giving some of gaming's best another chance to shine.

Allowing Wii owners access to a couple decades worth of games was not only great for longtime fans of those classics, it also allowed newer generations of gamers to experience some of the best games of all time for the very first time. For those who were born long after the NES, SNES, and N64 days, this was a huge service. Keeping the legacy of these gaming gems alive is easily one of the greatest contributions of the Wii generation.

Interface

Say what you will about motion controls, but you can’t knock the Wii’s slick interface and motion-based menus. Everything was so streamlined and easy-to-navigate, and using the Wii remote to flip through the different pages was great. The addition of Miis also brought a whole new level of personalization to Nintendo’s systems, one that has now become something of a staple.

The best part of Wii’s interface, however, was how straightforward it was. There were no ads trying to sell you something, no notifications popping up in your face around every corner. As with all Nintendo systems, the experience was more about the games than anything else. The moment you turned the system on, all of your content was right there in front of you, you only had to flip through the pages to locate which game from Nintendo’s past or present you wanted to sample. The company seems to be continuing this tradition of a slick, easy-to-navigate menu system with its latest handheld, the 3DS - with customizable rows and columns and the minimally invasive approach of its online features. It’s a format that is important to the success of modern day Nintendo, and it all started with the Wii.

Third Part Support

One of the biggest (and most justified) complaints against the Wii generation was its relative lack of third party support. Not to say there weren’t any, mind you - Xenoblade Chronicles and The Last Story were two incredible RPGs that just recently made their way from Japan to North America. Tatsunoko vs. Capcom: Ultimate All Stars, Muramasa: The Demon Blade, Red Steel 2, Okami, Little King’s Story and more round out the third party roster. When the third party games came, they were great…

But they didn’t come - at least not with the frequency impassioned gamers would hope for. Sadly, the Wii saw far too few Xenoblades and TvC’s in its time. Worst of all was that when they did arrive, they rarely sold well - only further sending the message to third party developers that the Wii was not a profitable system to develop for. Perhaps the system’s market penetration rate was better than you could hope for, and perhaps the company’s first party software set record sales, but the truth is third party games just never really found much of a home on the system.

Shovelware

It’s hard walking down the Wii aisle only to drown in the stinking cesspool of shovelware you’ll find there. Even if you stick to the numerous and amazing titles mentioned earlier, the fact remains that the Wii is widely known amongst the jaded masses for its shocking amount of shovelware…  and it's hard to blame them. For every Mario Galaxy it seemed there were a hundred cheap mini-game collections. For every Skyward Sword, there was inevitably a Super Fashion Babies 3: Babies in the City. Throw in the long droughts Wii owners frequently experienced - where we’d go months or even years without a substantial new release - and you have the red-handed culprit behind the Wii’s tarnished legacy.

This is actual box art for an actual Wii game. SIGH.

Considering all the things mentioned earlier - all the great games and cool innovations the system brought and its impact on the industry - it’s a shame so much shovelware brought the experience down. To be fair, no system is without these cheap, throwaway titles. But games like this were just so prevalent and hard to escape when it came to Wii that it seriously distracted from the system’s truly excellent software lineup.

Missed opportunities

The hardest things to swallow now that the Wii’s days are coming to an end are not the things the system flubbed, but rather the things it didn’t do at all - all those missed gaming opportunities we’ll now likely never see realized. The fact that there was never a truly amazing light saber game using the Wii’s motion controls was a huge shame. As was the fact that we never saw the system realize its potential as a perfect home for real time strategy games - using the controller to maneuver units and plan attacks would have been incredible. And again, it’s surprising that so many genre mainstays like the RPG were so scarce, especially considering the rich legacy of Nintendo’s other systems (just think of how many examples you could name for the SNES or DS alone).

The system’s tech was also severely underused. First party games like Skyward Sword showed how the Wii Remote and Motion Plus technology could be used to simulate wielding a sword with amazing precision, but few third party developers ever took the time to figure things like that out. Even first party titles often resorted to the dreaded waggle mechanic, having players simply shake the remote rather than actually using it to interact with the game world. When the Wii tech was used, and used correctly, it could result in an incredible and immersive experience. It’s a real shame much of the Wii’s catalogue didn’t achieve this.

Online

We’re not going to get into the Wii’s lack of online profiles or things of a similar nature - that’s another discussion for another day. And, in truth, Nintendo has always walked its own path, and it’s unlikely the company will ever try to shoehorn itself into the online/multiplayer-focused communities dominated by services like PSN and XBLA. But even that aside, there were a few things Wii’s online presentation simply never got right, and we’re still scratching our heads trying to figure out why.

Friend Codes, for instance. We understand that Nintendo, with its kid-friendly tendencies and focus on privacy, wanted to control how people connected online. It wanted to avoid, as much as possible, having a situation where an 8-year-old kid is crying because some 40-year-old stranger is using inappropriate and disgusting language toward them as they’re trying to have race in Mario Kart Wii. But there had to have been a better way. Friend Codes were just a pain in the butt, and made it really hard to want to coordinate online time with friends and family.

The system’s online store also left much to be desired. As mentioned earlier, the Virtual Console was a dream come true, and even WiiWare offered some great games in its time. But the store was riddled with problems and unintuitive to navigate - and, in truth, amazing WiiWare games were few and far between. While we respect Nintendo’s decision to blaze its own path in terms of online connectivity and e-commerce, it’s still fair to expect quality in terms of online presentation, and this is something the Wii simply never delivered on.

All things said and done, all pros and cons considered, the Wii still earns its place among Nintendo's beloved line of home consoles. It had some amazing highs, but also some embarrassing lows. These are just a few of the ones that come to mind, but did we miss any? Sound off in the comments below and share your favorite Wii features and memories, as well as the ones that still get you angry to this day.

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

GameStop Planning "Vintage Game" Sales

Check out GameStop's website and you can pretty much buy any game from the past generation or two - or pre-order anything due out for the next several years. But one thing that's missing from the global retail giant is the ability to buy games prior to the era of the PlayStation 2, Xbox and GameCube. Want a classic NES or SNES game? Some other classic part of gaming history? You won't find it.

According to GameStop CEO Paul Raines, that's going to change.

"We think there's a vintage sales opportunity, so we're accumulating some inventory," Raines told Verge in a recent interview, specifically pointing towards GameStop's website as the destination for this new venture. "If you go to eBay and look at all of the gaming stuff that's on there, it's unbelievable. Collector's stuff. We've got to be in that business. We will be."

Raines noted his company already has many old school classics, the result of trade-ins over the company's meandering 25-plus year history. According to the executive, there are a few challenges remaining, such as "sourcing the product, the condition [and] the refurbishment," but because the demand is there, the effort to expand the business is seen as worth it.

Raines offered no timetable for this expansion, merely noting his company is "working on some stuff we haven't announced yet."

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


Source : feeds[dot]ign[dot]com

L.A. Noire Dev's New Game is Next-Gen

L.A. Noire developer Team Bondi, reborn after a timely buyout, has announced that its next game – Whore of the Orient – is being developed for the next-generation of home consoles and PC.

The developer's website has now gone live, revealing some new details about the game. The site contains a single image depicting a scene from a Chinese apartment and a man sweeping up in the background. And it's clear from the mood-setting snippet of prose posted on the site that the city of Shanghai will play a strong role in the game. The text reads:

"Shanghai, 1936. Whore of the Orient. Paris of the East. The most corrupt and decadent city on the planet, where anything can be had or done for the right price. Plaything of Western powers who greedily exploit the Chinese masses. Boiling pot of Chinese nationalism, with the Kuomintang ruthlessly trying to suppress Communism and the labour movement. Home to the International Police Force, a group of Western cops hopelessly trying to keep the lid on and keep the peace."

Brendan McNamara, writer and director of The Getaway and L.A. Noire, previously said that the team's next game will be "one of the great untold stories of the 20th Century."

Team Bondi is actively recruiting for the project which will be published by Warner Bros, with the site advertising several roles in the programming, animation, art, and design departments.

Team Bondi went into liquidation late last year, with many of the company's assets and staff being acquired by Academy award winning production team of Kennedy Miller Mitchell, responsible for the Mad Max and Happy Feet films.

Daniel Krupa is IGN's UK Staff Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

28 Agustus 2012

European PS Vita owners get over 100 new (old) games. But America only gets to buy 9 of them?

PlayStation Vita finally gets PSOne Classics support today in Europe, allowing gamers to play first-generation PlayStation games on their shiny new handhelds. However, it won't actually work fully until tomorrow when the PS Store updates. Before then, you can transfer PSOne games from your PS3's hard drive using the 'Copy' function, once you've installed today's 1.8 Vita firmware update.

American Vita owners can use this method too... and it looks like they'll need to, as only 9 titles are initially available to download directly. Hardly the service Vita owners have been clamouring for, unless your favourite game is Arc the Lad. Hmmm.

Above: Arc The Lad is one of nine PSOne games hitting US Vitas tomorrow

The firmware update is live now and includes more welcome functionality, such as the ability to control the home menu with the face buttons (which is very nice - we're sick of starting a game and then immediately having to get out a cloth to wipe away the smudge), an option to import iTunes playlists, cross-console control for compatible games and some cosmetic tweaks to the notifications system. There's also new rear touchpad control for the internet browser.

So here's that European PSOne Classics list in full, hitting the PS Store tomorrow:

40 Winks
A Bug’s Life
A Bugs Life and Monsters Inc bundle
Abe’s Exoddus
Abe’s Oddworld Oddysee
Airboat
All-Star Boxing
Alundra
Arc Arena: Monster Tournament
Arc the Lad
Arc the Lad II
Arc the Lad III
Arcade Hits: Shienryu
Arcade Hits: Sonic Wings Special
Atari Anniversary Edition
Atlantis
Atlantis and Hercules Bundle
Bishi Bashi Special
Blockids
Blood Omen: Legacy of Kain
Bugriders
Buzz Lightyear of Star Command
Centipede
Cho Aniki
Constructor
Cool Boarders
Cool Boarders 2
Crash Bandicoot
Crash Bandicoot 2: Cortex Strikes Back
Crash Bandicoot 3 Warped
Critical Depth
CTR: Crash Team Racing
Destruction Derby
Dezaemon Plus
Disney’s Action Game ft. Hercules
Dodgeball
Driver
Eagle One: Harrier Attack
Everybody’s Golf 2
Fear Effect
Fear Effect: Retro Helix
Fighting Force
Fighting Force 2
Final Fantasy VIII
Final Fantasy IX
Final Fantasy V
Final Fantasy VI
Final Fantasy VII
Front Mission 3
G-Police
Gaiaseed
Galaxy Fight
Gex
Gex 3: Deep Under Cover
Gex 3D: Enter the Gecko
Grandia
Gubble
Guilty Gear
Gunship
Hardcore 4X4
International Track & Field
Jet Rider
Jet Rider 2
Jigsaw Madness
Judge Dredd
Junior League Soccer PS1
Jumping Flash
Kula World
Kurushi Final
Legacy of Kain: Soul Reaver
Lilo & Stitch
Little Mermaid 2
Little Mermaid 2 and Winnie The Pooh bundle
MediEvil
Metal Gear Solid
Mickey’s Wild Adventure
Miracle Quad Racer
Miracle Space Race
Missile Command
Monsters Inc
Motor Toon Grand Prix 2
Motorhead
N20
Namco Heritage bundle
Pandemonium
Pandemonium 2
Parasite Eve 2
Peter Pan
Pong
Pooh’s Party Game
Rageball
Rainbow Six
Rally Cross
Rascal Racers
Rayman
Rayman 2: The Great Escape
Reel Fishing
Re-loaded
Resident Evil 2
Resident Evil 3: Nemesis
Resident Evil: Director’s Cut
Ridge Racer Type 4
Sheep
Silent Hill
Snowboard Racer
Sorcerer’s Maze
Spin Jam
Sports Superbike
Streak
Street Fighter 2 Alpha
Super Star Dance Club
Syphon Filter
Syphon Filter 3
Tarzan
Tekken
Tekken 2
Tomb Raider
Tomb Raider: The Last Revelation
Tomb Raider Chronicles
Tomb Raider 2
Tomb Raider 3
Toy Story 2
Toy Story Racer
Toy Story Racer and Toy Story 2: Woody and Buzz bundle
Twisted Metal
Urban Chaos
Vagrant Story
Wild Arms
WipEout

By comparison, the US Store is getting:

Arc the Lad
Cool Boarders 2
Final Fantasy VII
Hot Shots Golf 2
Jet Moto
Syphon Filter
Tomb Raider
Twisted Metal 2
Wild Arms

No, we don't know why either. But we have contacted Sony for a reason, so we'll see what comes back. In the mean-time, there's this thread on NeoGaf which is archiving compatibility with the various installation methods for American users. It looks like games acquired through PlayStation Plus don't install on Vita, but legitimately bought versions of the same games do. It's all a bit of a faff if we're honest, but things should improve once the list of officially-supported games expands. Updates are planned over the coming weeks and months.

Unimpressed? Or just pleased the functionality's finally there? Let us know in the comments.


Source : gamesradar[dot]com

26 Agustus 2012

Why Games That Make YOU a Developer Are a Crucial Part of the Future

The level of connectivity we’ve reached this generation has brought with it a lot of undesirable side-effects. Day one patches. On-disc content sold back to us as downloadable content. Multiplayer that empowers and unleashes the biggest jerks mankind has to offer.

But it’s not without its benefits, and the rise and rise of user-generated content is one of them. More and more games are beginning to embrace the power of user-generated content, or UGC.

LittleBigPlanet developer Media Molecule recently announced that a staggering seven million levels had been created by users for the series. LittleBigPlanet players have made the game exponentially larger than any one studio could ever attempt to make, or any one gamer could ever hope to play. The Forza franchise has built on entire online in-game economy on the buying and selling of car designs players create themselves. Forza owners can choose from thousands upon thousands of custom and replica liveries that have been crafted by other fans with no input from developer Turn 10 whatsoever.

xb-paintedjpg

If you can think of a famous race car, somebody has probably already recreated it in Forza 4.

However, while UGC that’s basically indistinguishable from similar studio-created content may look like an attractive way to have users help offset the soaring costs of AAA development, there’s far more to it than that.

“It’s definitely a nice add-on to the main game, but it’s also one that has to be thought out carefully right from the start of the game,” says Antti Ilvessuo, creative director at RedLynx and lead designer of Trials Evolution. “It’s no silver bullet that you can just throw in there and think, ‘Hey this will make our game popular.’”

“

It’s no silver bullet that you can just throw in there and think, ‘Hey this will make our game popular.’

“Games and how we play them are changing really rapidly nowadays, so how you define user generated content changes also. Letting users create stuff for a game is definitely a big part of the future of games. I think a big part of that will be creating content creation in way that users don’t notice that what they are doing is creating a lot of the game’s content.”

It’s a sentiment echoed by Bigpoint’s Rune Vendler, game director on the browser-based free-to-play Gameglobe – a game built entirely around the concept of UGC.

“I don't really think of user-generated content as a shortcut to cheap labour, almost the opposite,” says Vendler. “With Gameglobe, the goal was to design a platform where being creative did not feel like hard work, but an entertaining activity in itself.”

“Putting user-generated content into a product massively changes it. Once it went live, it was obvious that we, the developers, were no longer the sole owners of Gameglobe; it's as if the game itself is now owned just as much by the community, and they get to decide a great deal about how the game evolves. For a lot of AAA games, you can't or won't share that kind of control with the users.”

John Drake, Director of Communications & Brand Management at Harmonix Music Systems, looks at UGC success stories as falling into two groups; games that let users share and/or sell created content (like the Rock Band Network) and games that drive users to create as a fundamental part of the experience. Drake cites games like Minecraft, LittleBigPlanet, and Sound Shapes as great examples of the latter.

“Both approaches have big wins and inherent limitations,” says Drake.

“

If you can give players agency to not only engage in a world but actively create within that world, your universe will be infinitely richer.

“I hope we see companies continue to evolve and embrace user-driven content as a strategy. When it's done right, ‘formal UGC’ – as opposed to general modding done outside the structure of a game – embraces the fact that games are inherently an interactive expression. If you can give players agency to not only engage in a world but actively create within that world, your universe will be infinitely richer.

“Though UGC certainly isn't a perfect fit for every title, I think it's a gamble we'll see more games willing to take as the medium evolves. The value UGC adds to a game goes beyond simple monetisation of a mechanic.

“UGC empowers the player, enriches a community, and makes a game come to life with the passion of its fans. I don't think gamers should pin all of our hopes on it, especially since designing these systems can be as time-consuming and expensive as building more assets in studio, but I think it's an exciting area to be optimistic about.”

rbnjpg

As John Drake pointed out to us, RBN is most certainly NOT 'Baby's First Rock Band Authoring Toy'.

So why is it that more studios haven’t quite embraced this model of conscripting fans to create canyons full of content as well as others?  Are there risks in letting users make and share their own content?

“Allowing for user-generated content is limited by your game’s style,” says RedLynx’s Antti Ilvessuo. “For example, a game that is story driven would need new content that somehow fits into the rest of the game. Then there are issues about game balance, and you have to have a way to monitor and check content for stuff that is offensive. So the game style also has to be the right fit for user-generated content.”

“But still, content creation can be made possible in numerous ways. It’s just not an easy thing to do.”

Bigpoint’s Rune Vendler agrees that the process is not a simple one.

“I don't want to speculate about other studios' development plans, but I don't believe you can conscript anyone to create content,” he says. “Users have to want to make it, and have fun doing so.”

“

Users have to want to make it, and have fun doing so.

“Creating a game that supports user-generated content well is not trivial. The creative tools in Gameglobe have taken a long time to develop, and are of a completely different quality than what we're used to internally. The infrastructure needed to host and serve the content is substantial, and the technology to drive it all is complex.

"Once we got Gameglobe working, however, it was an amazing experience. We're giving people the freedom to create games and express themselves in a way many didn't think possible. Of course, they can misbehave, but with Gameglobe we've found that almost everyone reacts very positively to being handed this freedom.”

Harmonix’s John Drake also gives us a similar response.

“There are practical realities that keep UGC from being baked into every game,” he says. “Building tools that are accessible to the average player is a massive design challenge, supporting UGC systems for an evolving audience in perpetuity is expensive, curating the excellent from the average can be a struggle, and it's a big gamble that your audience will show up and be excited to create.

Drake points out that crafting a system that truly compels users to create “can't just be about ‘conscripting fans’ and crowdsourcing content.”

“For UGC to really take off, a developer needs to understand what fans love about the game in question, where they'd want to take it if they could, and how to build a pipeline to connect those desires in an accessible and decipherable way.”

“Oh, and then they need to build all those tools and ensure it doesn't absolutely break the core product that it's meant to extend,” adds Drake. “I'm thrilled, for example, that Rock Band Network tracks will work in Rock Band Blitz when it launches this August , but it meant testing for weird edge cases like, ‘What if the song only has drums and guitar?’; cases created by the breadth of content in RBN.”

The payoff for UGC done right, however, can be hugely satisfying.

“It's incredible to see what people have done in the Rock Band Network,” says Drake. “This was a professional suite of tools and standards and, to make it into Rock Band, we expected folks to rise to that level.”

“We had some reservations about whether people would want to invest that amount of time and energy, but all our concerns were silenced when we launched. The enthusiasm was palpable, and the community really self-enforced a quality bar beyond expectations.”

At this point there are over 1,800 tracks available on the RBN, available to Rock Band fans around the world.

“We've had big bands add extra tracks via this system and burgeoning acts find a really passionate audience of rhythm gamers,” says Drake. “It launched us way beyond where we expected, expanding the volume of content we could have ever created for the Rock Band audience at Harmonix.”

“The team who built the Rock Band Network are fans ourselves, so it's infinitely satisfying to see a community form around these creative tools. Harmonix built the system, but the network is really driven and owned by the community of Rock Band authors, and they're doing amazing things.”

It’s tracks of a different sort being built by fans in Trials Evolution, but the RedLynx team are no less amazed at what their biggest fans can put together.

“We as developers are always really surprised at some of the amazing things that our users have created,” says Ilvessuo. “It’s really humbling to see stuff that you never thought possible when making game made by users. It is definitely very satisfying too, to be sure.”

Luke is Games Editor at IGN AU. You can chat to him about games, cars and how Rock Band is a great way to give a four-year-old great taste in music here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : feeds[dot]ign[dot]com