
The gamemovie...moviegame will have special features shot in 1080i, with an exclusive "Head 2 Head" online multiplayer type thing on compatible HD DVD players.
Thanks for sending in the tip, Robert!
[digitalleisure.com]


Are you interested in improving your video game skills? You might be in luck if you have DS. Namco Bandai announced a new game that supposedly trains you to play video games which improves your gamer skills such as reflexes and memorization. Video Game Training DS is a collection of mini-games based on Namco's classic games which include Galaga, Xevious, and Mappy. The new DS game reportedly has over 500 mini-games based which are based on over 30 different titles developed by Namco.
If you've been playing Lost Planet: Extreme Condition on the Xbox 360 and have been wondering why it just feels a little... different from recent games like Gears of War or Halo, that's because it was made in Japan, silly.At any media event where the press are allowed to interview game developers or executives (pretty much anybody but the booth babes) there will always be a marketing rep from his company standing right over his shoulder the whole time. This is a rule, and something we have to agree to, but it can get a bit tedious at times. It's like trying to talk to a girl at a bar when her parents and pastor are standing there making sure you stay on subject.
In the video below, someone from GameTrailers is interviewing David Jaffe, and Jaffe seems pretty annoyed by the Sony marketing rep standing there and by the very annoying line of questions.
The interviewer keeps trying to get Jaffe to "spill the beans" about God of War 3 when God of War 2 wont be on shelves for another 3 months. The game hasn't been approved for production yet, so it isn't as if David Jaffe is going to be able to say anything at all. All he wants to do is talk about God of War 2 (the game he just spent a year or so working on), and gaming journalists are trying to get the big scoop by having a developer talk about a game that hasn't been developed.
Jaffe handles it pretty well, considering. He dismisses the marketing bullshank being issued by his shoulder-perched marketing fairy and somewhere in there even acknowledges that his fighting system isn't as good as Devil May Cry (though I'd argue with anybody about that).
Imagine how much better things would be if gaming reporters weren't all trying to get some imaginary scoop and developers didn't have to be protected from that by marketing firewalls.
This article was originally published on Gaming Horizon, GameBump's predecessor.
Note: This article was originally posted in two weekly
installments during the weeks of September 19th and 27th 2004. For
archival's sake, both parts are being reprinted here. All mentions of
dates (past and present) should be considered relative to the time in
which they were written.
Since January of 2003, when we first announced that industry newcomer Infinium Labs intended to make a new game system, there has been an endless debate as to the system’s validity and the company’s legitimacy. It seems like every time we lose interest in the controversial Phantom, Infinium lands themselves in the media spotlight for some fantastic claim or some PR fiasco. Just recently, the company’s financial security has been brought into question, and I’m beginning to wonder if all the fanatics who’ve been calling the Phantom “vaporware” for two years might be right on the money.
Rough Beginnings
The Phantom started off on a bad foot. Infinium Labs issued a press release stating that they will soon release a revolutionary gaming platform. The end. What were the system specs? What media format will the system use? What third-party developers were lining up? Who is Infinium Labs? None of these questions were answered and fans threw a fit. You can’t just come from nowhere, say you’re going to put a game system on the shelf, and disappear for five months. Not in this era.
Questions Arising

This article was originally published on Gaming Horizon, GameBump's predecessor.
Remember the first time you played Mario? The first time you picked up a Power Star? The music revved up, Mario started flashing, running faster, and stomping enemies like june bugs. Can you remember that feeling, to completely break from the boundaries of physics and for once be afraid of no red turtles or fireball-spewing plants? That’s what I call a high-point in gaming; a Gaming High: complete immersion and disregard of the constraints we’re all so used to.This article was originally published on Gaming Horizon, GameBump's predecessor.
The Ninja Turtles rock; there’s no way around that. As a child of the 90s, I was reared into adulthood by four walking, talking turtles who all knew kung fu and were named after artists of the Italian Renaissance.
I had all the action figures; I had the realistic Technodrome with the trap door that led to a pit of acid and snakes; I had the Turtle Van with the side door that opened up to reveal a laser-gun turret; and boy-oh-boy did I have the Turtles. Samurai Turtles, Turtles with shells that you could store weapons in, Turtles that actually transformed into regular-looking turtles, and Turtles who would swing their arms with combat precision when you pressed a lever on their backs.
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