L'Administration

Bienvenue sur Tech Tent ® : Des nouveautés pour tous les fans du Site : Car Tech | Games Tech | Internet Tech | Mobile Tech | News Tech... Merci de votre attention !
Affichage des articles dont le libellé est Games Tech. Afficher tous les articles
Affichage des articles dont le libellé est Games Tech. Afficher tous les articles

mercredi 4 mai 2011

Paper Monsters : Little Big Planet sur iPhone et IPad ?


pocketmonsters-gauche.jpg Les possesseurs de Playstation 3 le savent bien : Little Big Planet est l’une de leurs exclusivités les plus jalousées. Ce jeu de plates-formes basé essentiellement sur les réflexes, la réflexion et la création de niveaux s’est crée une immense communauté de fans à travers le monde, et sa suite, Little Big Planet 2, sortie en début d’année, a confirmé que nous tenions là une véritable pépite. Voire un chef d’oeuvre vidéoludique.
Alors quand un jeu reprenant plein de caractéristiques de Little Big Planet est annoncé sur iPhone et iPad, on ne peut que lui apporter notre plus grande attention !
Plus d’infos et d’images dans la suite !
Le point commun est surtout d’ordre esthétique. Les deux premières captures d’écran du jeu présentes dans cet article le prouvent immédiatement : Paper Monsters est largement inspiré de LBP sur un plan esthétique, ce que son créateur n’a jamais renié. En revanche c’est sur le déroulé lui-même du jeu que la différence se pose : Paper Monsters sera plus un jeu de plateformes classique, où l’on doit sauter sur la tête des méchants et où le petit dragon qui nous sert de héros pourra aussi cracher des boules de feu. Des séquences de vol (shoot’em up ?) sont d’ailleurs prévu.
pocketmonsters-1.jpg
Aucune date de sortie n’est encore annoncée, aucune bande-annonce n’est disponible, et aucun prix ne circule pour le moment. Tout ce que l’on sait est que le jeu devrait arriver dans les prochaines semaines et qu’il s’agira d’une application universelle iPhone/iPad. Et les possesseurs d’iPad 2 bénéficieront de graphismes améliorés !
pocketmonsters-2.jpg
Source : http://www.iphon.fr/post/2011/05/04/Paper-Monsters-%3A-Little-Big-Planet-sur-iPhone-et-IPad

EA achète Firemint, développeur de l'excellent Real Racing iPhone et iPad


firemint-ea.jpg Les applications et jeux mobiles pour smartphone sont un marché tout récent mais qui croit très vite. On assiste du coup en ce moment à une phase de rachats assez logique : après le temps des start-up vient celui des compagnies plus traditionnelles qui ne veulent pas manquer un marché d'avenir et passent du coup par des acquisitions externes.

Ainsi, l'éditeur EA, déjà très actif sur iOS avec ses propres licences notamment, vient d'annoncer le rachat de Firemint, une société à qui l'on doit des hits tels que Flight Control et Real Racing et qui avait déjà travaillé avec EA dans le passé. Il se pourrait qu'à cette occasion, l'éditeur porte certains de ses titres sur console (Xbox, PlayStation).

Pour ceux qui ne connaissent pas les titres de Firemint, les voici :
Source : http://www.iphon.fr/post/2011/05/03/EA-ach%C3%A8te-Firemint%2C-d%C3%A9veloppeur-de-l-excellent-Real-Racing-iPhone-et-iPad

lundi 2 mai 2011

Applications iPhone ponctuellement gratuites : Holidays, Song exporter Pro, nombreux jeux et Game Dev Story à 0,79 euro

Baisse de prix ponctuelle

Plusieurs applications gratuites ont été ajoutées dans la journée à notre module de promotions permanent, merci à ceux qui nous les signalent ! Voici les applications et jeux passés en gratuit récemment et pour une durée limitée . Pensez à vérifier la gratuité lors du téléchargement !

Les applications iPhone et iPod Touch :

  • Song Exporter Pro : Permet de transférer les chansons stockées sur votre iPhone ou iPad via WiFi (sans iTunes) - 4,5 étoiles sur l'App Store
  • Holidays : Vous affiche en permanence le nb de jours restant avant vos congès ;-)
  • Camera Scheduler Pro : permet de déclencher les photos avec un timer, peut également faire du stop motion
  • GPS Locator : permet de récupérer votre positions GPS précise ainsi que la vitesse pour le sport par exemple
  • Magic Clock : une horloge en aparence classique mais lorsque vous la touchez, elle devient surprenante

Les jeux :

  • Alien Space : space shooter en 3D pour iPhone et iPad : 30 campagnes et 4,5 étoiles sur le Store

02-05-applis-gratuites-iphone-ipod-touch-ipad-3.jpg
  • The BLOBS : aidez Blob à parcourir les 120 labyrinthes dans six environnements différents - 4 étoiles US
02-05-applis-gratuites-iphone-ipod-touch-ipad-2.jpg
  • Spartans vs Vikings : mélangez la stratégie type Risk et un jeu d'action dans une ambiance de combats pour ce jeu

02-05-applis-gratuites-iphone-ipod-touch-ipad-1.jpg
  • Woolcraft : jeu de réflexion / logique dans lequel vous devez guider des moutons dans 200 niveaux - iPhone et iPad

02-05-applis-gratuites-iphone-ipod-touch-ipad-4.jpg

02-05-applis-gratuites-iphone-ipod-touch-ipad-5.jpg

02-05-applis-gratuites-iphone-ipod-touch-ipad-6.jpg

02-05-applis-gratuites-iphone-ipod-touch-ipad-7.jpg

Mais aussi :
Source : http://www.iphon.fr/post/2011/05/02/Applications-iPhone-ponctuellement-gratuites-%3A-Holidays%2C-Song-exporter-Pro%2C-nombreux-jeux-et-Game-Dev-Story-%C3%A0-0%2C79-euro

Test du jeu IPhone “Coconut Dodge” : évitez les noix de coco !

coconutdodge-gauche.jpg Après un passage remarqué sur le Playstation Network, Coconut Dodge est adapté par Electronic Arts sur IPhone et Ipod Touch.

Test d’un petit jeu très simple mais très rapidement addictif  disponible ici sur l’App Store (0,79 €)
Nous ne cessons de le répéter : les recettes les plus simples sont souvent les meilleures et l’IPhone est sans doute la meilleure illustration de ce précepte (Angry Birds, Cut The Rope, …). Coconut Dodge suit donc ce principe avec une certaine efficacité.

Nous incarnons ici un petit crabe, capable uniquement de se déplacer latéralement sur la largeur de notre écran. Pas de bol, une pluie de noix de cocos lui tombe dessus et c’est à nous de le diriger pour éviter ces objets dangereux. On trouve à notre disposition une touche “gauche”, une touche “droite” et une touche “turbo” pour aller plus vite : c’est tout et ça suffira amplement.


coconutdodge-1.jpg

Les noix de cocos tombent en suivant une logique faisant appel progressivement de plus en plus à nos réflexes, lesquels sont mis à contribution pour attraper également des bonus (cristaux, casque de vicking nous protégeant, ballons, …), bien sûr placés pour nous mettre en danger. La recette s’arrête à peu près là et c’est au “level-design” ensuite de prendre la relève : chaque niveau augmente la difficulté, le challenge et notre implication dans la survie de ce petit crabe.

coconutdodge-2.jpg

Au final voici un jeu totalement addictif, qui ravira les plus jeunes et accaparera les plus vieux également pendant pas mal de temps !
Retrouvez Coconut Dodge sur l’App Store (0,79€)
Source : http://www.iphon.fr/post/2011/04/20/Test-du-jeu-IPhone-%E2%80%9CCoconut-Dodge%E2%80%9D-%3A-%C3%A9vitez-les-noix-de-coco-!

LucasArts opte pour le moteur Unreal Engine 3 d’Epic Games Inc, pour développer ses prochains jeux (video)

lucasarts.jpg
LucasArts qui appartient à Lucasfilm, vient d'acquérir les droits visant à utiliser la technologie Unreal Engine 3, dernier moteur en date développé par Epic Games.
Le contrat permettra à l’ensemble des studios de LucasArts d’utiliser le moteur de pointe d’Epic Games pour leurs prochains projets qu’ils soient sur PC, et surtout, ce qui nous intéresse, sur iOS, le moteur assurant une mise à l’échelle.
Vous pouvez retrouver dans la suite du billet une vidéo montrant les capacités du moteur Unreal Engine 3.
Comme promis, voici la vidéo. :-)


On peut donc espérer voir arriver dans les mois à venir un ou plusieurs jeux estampillés Star Wars. ;-)
Quels types de jeux et, ou, quels épisodes de la saga aimeriez-vous voir arriver sur votre iDevice ?

Source : http://www.iphon.fr/post/2011/05/01/LucasArts-opte-pour-le-moteur-Unreal-Engine-3-d%E2%80%99Epic-Games-Inc%2C-pour-d%C3%A9velopper-ses-prochains-jeux-%28video%29

samedi 30 avril 2011

Sony Corp. Exec to Discuss PlayStation Network Breach

Sony PlayStation 3 120GB (PS3 Slim)
Sony Corp executive deputy president Kazuo Hirai is about to step into the batter's box, but expectations are high that he'll need to hit one out of the park in order to save face for the company's missteps over the past two weeks, otherwise known as the PlayStation Network security breach.

Hirai is planning to hold a press conference in Tokyo at 2 p.m. tomorrow, or 1 a.m. Eastern Standard Time. It's the first time an executive—not a blogger or marketing contact—is going to address the many issues surrounding the recent loss of the PlayStation Network's capabilities and, worse, the potential loss of its users' credit card information.

Hirai, who's expected to succeed current Sony Corp CEO Howard Stringer, plans to address the ongoing investigation that Sony's performing for the PlayStation Network breach, as well as the general state of Sony's information management infrastructure. There's been no word as to what an expected date for resuming PlayStation Network service might be, but Hirai is expected to chat about that as well.

Sony announced this past Tuesday that hackers had managed to break through the security of the PlayStation Network and access users' personal information–possibly including credit card details.

The company didn't explicitly confirm the latter, but subsequent, unverified reports have suggested that lists of credit card numbers are "floating" around underground hacker message boards. And as we've reported, some PlayStation Network users have popped up on various online social networks to say that their cards have been used to make fraudulent purchases throughout the world.

Sony now faces a class-action suit in California, charging that the company failed to adequately protect, encrypt, and secure customer data. And according to Kotaku's Michael McWhertor, various departments within the U.S. government have turned their eye toward Sony as well. The Department of Homeland Security, the FBI, the Federal Trade Commission, and 22 different state attorneys generals are starting investigations of their own related to the PlayStation Network's security issue.

"The Department of Homeland Security is aware of the recent cyber intrusion to Sony's PlayStation Network and Qriocity music service," said spokesman Chris Ortman in an interview with Nextgov. "DHS' U. S. Computer Emergency Readiness Team is working with law enforcement, international partners and Sony to assess the situation."

Legislators have also started inquiring about the matter. Sen. Richard Blumenthal, Democrat, sent a letter to Sony president Jack Tretton to inquire why the company took as much time as it did before notifying customers about the security breach. He's also asked Sony to provide free access to credit reporting services for two years, as well as, "sufficient insurance to protect them from the possible financial consequences of identity theft."

Source : http://www.pcmag.com/article2/0,2817,2384709,00.asp

PopCap Buys Social Game Developer ZipZapPlay

PopCap logo PopCap Games, maker of popular casual games like Bejeweled, has acquired social game startup ZipZapPlay.

"The team at ZipZapPlay is one of the best in the social games scene, and combined with our existing group in Seattle gives us the opportunity to dramatically expand our development resources," John Vechey, PopCap co-founder and vice president of corporate strategy and development, said in a press release. "While the acquisition creates immediate cross-promotional and operations benefits, this is a strategic move with huge long-term potential; we believe ZipZapPlay can help us further evolve and expand the definition of social games."

ZipZapPlay is behind such titles as Baking Life, a game that has more than 2.2 million active players per month on Facebook. Could this move give top dog social game developer Zynga a run for its money? Zynga is the number one developer on Facebook with about 257 million users playing its games every month. According to AppData, it has the top two games on the social networking site. CityVille has 88.7 million monthly average users and FarmVille has 47 million.

PopCap, by contrast, is the number 14 developer on the site with 16.1 million monthly average users.
But it's clear PopCap is placing an increased emphasis on social games, particularly on Facebook. Besides the acquisition of ZipZapPlay, PopCap recently announced the creation of "4th and Battery," a development studio aimed at creating games for Facebook, PCs, and iOS-based devices.

"Adding ZipZapPlay's strong design and development team to our rapidly-growing social games group is a big move for us," PopCap co-founder and chief creative officer Jason Kapalka said. "ZipZapPlay is a great cultural fit: a truly creative company that lives and breathes in the space."

Financial details of the acquisition were not disclosed.

Source : http://www.pcmag.com/article2/0,2817,2384706,00.asp

What Does Sony Owe Us for Its PlayStation Network Outage?

Sony PlayStation 3 Hack
Free games? Free DLC? What do you want from Sony in compensation for its agonizingly long PlayStation Network outage?

Sony's online network has been down since April 20, after it was hacked by an unknown party. Sony has since been sued, accusing the company of failing to adequately protect, encrypt, and secure its customer data. The suit seeks damages for the data loss and PlayStation Network downtime.

That may have been on Sony's mind on Friday, when the company's latest blog post addressed what will happen to customer's saved games, data, and other aspects of game play.

Perhaps the most interesting bit of information is listed at the bottom, however: "Will there be a goodwill gesture for the time we haven't been able to utilize PSN/Qriocity?" the blog's FAQ asks. "We are currently evaluating ways to show appreciation for your extraordinary patience as we work to get these services back online."

Sony Online Entertainment also said that it will be holding "special events" for subscribers to its "DC Universe Online" and "Free Realms" massively multiplayer online games.
Unlike the Xbox Live network, Sony's PlayStation Network is a free service. But the inability to play multiplayer games, download new demos, movies, and music, and access other online services is grating, especially with so prolonged an outage.


What should customers get?

Since the PSN is a free service, I'm not entirely convinced that we should be compensated with free goodies. On the other hand, that's partially offset by the fact that I still have tons of single-player games on my backlog. If I'm a "Call of Duty" fanatic, I'd be pissed.

And that gives us a foundation to start constructing our argument.

In no particular order, here are five things that Sony might consider giving to customers to appease them:

1.) A free three-month subscription to PlayStation Plus. A $4/month value, the service provides free games, discounts, one-hour game trials, and more. It would be a great way to hook people on the service and give them freebies as a way of saying "We're sorry".

2.) Free multiplayer DLC. Parenting a toddler takes away one of the elements of multiplayer gaming, trash-talking, which means that I usually spend my evenings offing computer-controlled baddies. But picking a few multiplayer-centric games and offering some free DLC (or an experience boost) might be soothe some nerves.

3.) Games, games, games. The easiest solution, but one of the most popular. Allow gamers a $10 ($30?) credit in the PlayStation Store, and let them go nuts. Wall Street won't like it, but to heck with 'em.

4.) Kevin Butler commits a ritual rite of penance via an online video. I think this is due the gaming community anyway, but who wouldn't want to see this?

5.) Free credit monitoring services for a year. Boring, right? Tell that to all the people who feel (correctly or not) that their credit cards were stolen or duplicated after the hack.
Bonus: "I want my cash back so that I can go and purchase and [sic] Xbox 360 Elite! I dont trust Sony anymore!" via @romanticnnature, on Twitter. 
What do you think you're owed, if anything? Chime in in the comments below.

Source : http://www.pcmag.com/article2/0,2817,2384702,00.asp

Applications iPhone ponctuellement gratuites du soir

Plusieurs applications gratuites ont été ajoutées dans la journée à notre module de promotions permanent, merci à ceux qui nous les signalent ! Voici les applications et jeux passés en gratuit récemment et pour une durée limitée . Pensez à vérifier la gratuité lors du téléchargement !

Les applications iPhone et iPod Touch :

  • iPhone Drive : gestionnaire de fichier : stockage, visualisation, transfert par WiFi et BT, compression
  • SHOTMaster : pour progresser en golf, un tuto avec des vidéos - 4,5 étoiles US
  • Song Exporter Pro : permet d'exporter les musiques de votre iPhone / iPod / iPad vers un autre ordinateur par WiFi
  • iBattAlarmPro : Un gestionnaie de charge qui vous prévient lorsque votre iPhone , iPod touch et iPad est complètement chargé
  • Collagraphy : Applique un effet "collage de plusieurs photos" à vos clichés

Les jeux :

  • Highborn : jeu de stratégie en tour par tour très bien noté (4 étoiles)

30-04-applis-gratuites-iphone-ipod-touch-ipad-1.jpg
30-04-applis-gratuites-iphone-ipod-touch-ipad-2.jpg

30-04-applis-gratuites-iphone-ipod-touch-ipad-3.jpg
  • Helicopter : Ce jeu dans lequel vous guidez un hélico dans une grotte en évitant les obstacles ne paie pas de mine graphiquement mais il semble avoir son petit succès sur le store avec 4,5 étoiles aux US

30-04-applis-gratuites-iphone-ipod-touch-ipad-4.jpg
  • Balance Ball : pilotez la balle à l'accéléromètre en évitant les chutes dans un environnement 3D

  1. 30-04-applis-gratuites-iphone-ipod-touch-ipad-5.jpg

Mais aussi :
 Source : http://www.iphon.fr/post/2011/04/30/Applications-iPhone-ponctuellement-gratuites-du-soir-et-Home-Design-3D-%C3%A0-0%2C79-euro

Zenonia 3 : The Midgard Story, jeu d’action RPG est disponible sur l'App Store (video)


zenonia.png

 Un peu plus d’un an après Zenonia 2 (disponible ici sur l'App Store), la série de Gamevil revient avec le 3ème opus (disponible ici pour 3€99 sur l'App Store).
Description :
Vous devrez explorer le vaste monde de Migard avec 227 endroits uniques et 136 quêtes mêlant action et aventure.



zenonia1.jpg

Une longue aventure vous attend que vous devrez débuter en choisissant l’une des 4 classes de personnage : Chevalier à l’épée, Chasseur de l’Ombre, Tireur Mécanique et Shaman de la Nature.

zenonia2.jpg
Combattez à travers le nouveau mode Salle d’Execution des donjons dans un mode seul ou en co-opération asynchrone
zenonia3.jpg

La vidéo de présentation.


Vous pouvez acquérir Zenonia 3 : The Midgard Story ici sur l'App Store pour 3€99.

Des premiers retours de joueurs parmi nos lecteurs ? Jouabilité ? Graphisme ? Plutôt satisfaits ? ... ou pas.

Source : http://www.iphon.fr/post/2011/04/29/Jeu-iPhone-%3A-Zenonia-3-disponible-sur-l-App-Store-%28video%29

Fast & Furious 5 : le jeu officiel pour iPhone roule sur le store (video)


f_f5.png
Nous vous en avions déjà parlé dans ce billet, Gameloft développe le jeu iPhone de Fast & Furious 5 pour accompagner la sortie prochaine du film.

C'est maintenant chose faite, le jeu Fast & Furious 5 est disponible sur l'App Store au prix de 3€99.

Description
Vous incarnez Brian O'Conner, un fugitif recherché, et rassemblez à vos côtés les meilleurs pilotes, vous prenez le volant d'une caisse de rêve et affrontez des adversaires dans ce jeu de course basé sur le scénario du cinquième film Fast & Furious.

f_f51.jpg


  • Échappez à l'intraitable agent fédéral Luke Hobbs dans les rues de Rio de Janeiro, de la République dominicaine, de Hong Kong, etc. !
  • Prenez le volant des voitures du film, dont les récentes Dodge Challenger 2011 et Dodge Charger 2011.
f_f52.jpg
  • Découvrez la fonction Rembobinage et ayez une seconde chance de prendre un virage serré ou d'éviter un obstacle.
  • Des événements dévastateurs : les éléments du décor s'effondrent ou explosent, modifiant le circuit et créant de nouveaux obstacles !
f_f53.jpg
  • Mode multijoueur : partagez l'action avec vos amis ou participez à des courses jusqu'à 10 joueurs en ligne !
  • Personnalisez entièrement votre voiture avec des packs de tuning et améliorez ses performances !
Le trailer officiel en vidéo.


Vous pouvez acquérir Fast & Furious 5 pour iPhone ici sur l'App Store au prix de 3€99.
Des premiers retours d'utilisateurs parmi nos lecteurs ? Le ramage vaut-il le plumage ? ;-)

Source : http://www.iphon.fr/post/2011/04/29/Fast-Furious-5-%3A-le-jeu-officiel-pour-iPhone-roule-sur-le-store-%28video%29

vendredi 29 avril 2011

Shadows of the Damned hands-on preview


http://static.incgamers.com/images/screenshots/24643thumb.jpg Shadows of the Damned is a "punk horror from hell" created by three of Japanese games development's leading lights, Tom Hoggins travels to the underworld and speaks to director Suda 51



Formats: Xbox 360, PS3
Developer: Grasshopper Manufacture
Publisher: EA
Released: 24 June 2011
Announced last year, Shadows of the Damned became hot property before a single screenshot found its way onto the Internet. Largely because of three people: Goichi Suda, Shinji Mikami and Akira Yamaoka; a tantalising triumvirate of the Japanese game industry's brightest lights. Suda (known as Suda 51) is the wild, inspired mind behind cult darlings Killer7 and No More Heroes. Mikami is credited with the invention of Resident Evil and revitalising the survival horror genre. While Yamaoka is the extraordinarily talented composer and sound engineer most famous for his haunting work on the Silent Hill series.
So just what would a think tank of Japan's most imaginative game designers come up with?
"In short," Suda 51 says, looking relaxed and content in his trademark leather jacket and rock t-shirt. "It’s a punk horror from hell."
Or perhaps more literally, it's a punk horror in hell, casting you as the fabulously named Garcia Hotspur, a leather-clad biker who finds his way to the depths of the underworld in search of his girlfriend, Paula, captured by the demon king Fleming. Suda 51 tells me that Garcia is Benicio del Toro imagined as a Hell's Angel, a feisty but smooth Latino charmer.


Dropped into Garcia's leather chaps in a hands-on session, I find a familiarly chunky third-person shooter. The controls have Mikami's fingerprints all over them, bearing more than a passing resemblance to Resident Evil 4 and 5, with a camera snapped closely to Garcia's back and whipping forward over the shoulder when taking aim. Suda 51 and Mikami have worked together before on Lynchian mind-twister Killer7, and I ask Suda what roles each of them played in constructing Shadows of the Damned.

"Mikami-san is the producer, he worked a lot on combat especially." Suda explains. "I came up with a lot of new ideas and Mikami-san would give us feedback, saying “Oh yeah, that works, that’s fine” or he would say “oh, that might not appeal to a wider audience”.

Shadows of the Damned certainly appears to be aiming at a broader demographic than usual for a title from Grasshopper Manufacture (Suda 51's development studio). And it's little surprise, considering the publishing rights were snapped up by US behemoth Electronic Arts, the second largest third party publisher in the industry.

"Working with EA, they gave a lot of support and ideas," explains Suda of Grasshopper's relationship with the publisher. "They were very respectful of our creativity. But at the same time we were very comfortable having EA with us, because they have that wide market."

But while the general aim of Shadows of the Damned might be wide, the individual flair of its creators remains undimmed, shining through in Shadows' gruesome aesthetic. This is no ordinary hell --all fire and brimstone-- this is a hell created by Fleming's twisted psyche. It's a grimy, unsettling place. Cobbled streets intertwine with each other, dismembered limbs piled in filthy corners and dark alleyways. Old style propaganda is slapped on the wonky stone walls of ornate, gothic architecture. Aside from the grotesque bestiary of the damned that block your path, the tidal wave of severed heads that come tumbling down a street behind me, and the giant neon sign that screams "WELCOME TO HELL" in pink and black from the front of an opera house, I remark that Shadows of the Damned's grimy feel resembles Victorian London.
"Really?!" Suda exclaims, looking pleased but genuinely taken aback. "Actually at the very beginning of the project we went to take pictures of Edinburgh and Prague, so you might see a little bit of that in there. But I’m really glad to hear you say that. I didn’t want a ‘simple’ hell. I wanted to give the taste that demons actually live there."

The demons that stalk the streets of Fleming's underworld prefer the dark embrace of shadows. Often when entering an area, a thick oily gloop covers the streets, your enemies feed from it and the black goo saps Garcia's life. While shrouded in darkness, demons cannot be hurt. The shadows evoke a frantic sense of panic, as you try and burst through an area unscathed, or bring the area back to the light. To do so, first you must locate a golden deerhead hidden in a corner of the area, and blast it with your "light shot" which will wipe the area clean of darkness. Then a quick whack with your flaming torch or another light shot will set the demons up to be defeated with conventional firearms.

Well, I say conventional, but while your arsenal is ostensibly made up of a pistol, assault rifle, shotgun and grenade launcher, you only hold one weapon, which is also your companion on this hellish road trip. This is Johnson; a babbling, English-accented skull. Johnson can morph into each weapon at the touch of a button, and absorbs teeth and bones to be used as bullets. And he's always on hand to play off Garcia and deliver a foul-mouthed quip.

While the overall tone of Shadows of the Damned appears to be darkly comic, Grasshopper aren't afraid of throwing in gruesome psycho-horror. As Garcia, fighting through Fleming's hell, I see Paula, dressed in white negligee flutter round a corner. Giving chase, I find the horrible sight of her severed head lying next to her dismembered body. But as Garcia starts to break down, "Paula" replaces her head onto her body, let's out a guttural roar and transforms into a gore-soaked demon. It's horrible, but Johnson cuts through the milieu with a crude remark. One expects Shadows of the Damned's tempo to be set by this comedy/horror interplay.
Also making shadows dance to a tune, of course, is Yamaoka. His phenomenal work on Silent Hill goes beyond simple soundtracking, his work affecting the game world itself. Does his score provide the same well of inspiration for Shadows of the Damned? "Of course," says Suda. "The music itself drives the game. It actually sets the rhythm of the levels. A lot of our staff members were saying when they heard the music “let’s do it this way”."

With the vaunted trio of designers seemingly working in such harmony, Shadows of the Damned looks to be a demented distillation of the work they are best known for. There might not be any great revolution in that, but by building those twisted paths they know so well, they should provide a highway to hell worth travelling.

Pre-order Shadows of the Damned (Amazon UK)
Pre-order Shadows of the Damned (Amazon US)

Source : http://www.telegraph.co.uk/technology/video-games/8476497/Shadows-of-the-Damned-hands-on-preview.html

Nintendo Wii successor to be released in 2012

http://im.wk.io/images/3fe10e4/wii-2-grafica-super-e-nuovo-controller.jpgJapanese video games giant Nintendo have confirmed that a successor to Wii, their hugely successful home console, will be released in 2012.


In a brief statement, Nintendo said it “will show a playable model of the new system and announce more specifications at the E3 Expo". E3 is a huge annual games showcase which this year will be held between June 7-9, in Los Angeles.
Nintendo’s statement follows recent rumours that have circulated over the console, thought to be codenamed “Project Cafe”. It is believed the console will provide high-definition gaming, technologically on par with if not bettering, Microsoft’s Xbox 360 and Sony’s PlayStation 3. Other rumours include the possibility of touch-screen controllers that could even receive images streamed from the central hub console.
While nothing has been confirmed, it is likely that Nintendo will be focusing on providing a new type of gameplay, rather than high-end visuals.Nintendo president and CEO Satoru Iwata recently commented in a Japanese press conference that Nintendo were producing a new home console because “it became difficult for developers to surprise customers with the current Wii."
In a recent interview with The Daily Telegraph, Nintendo’s Shigeru Miyamoto said of any possible new console: “There’s definitely space for uniqueness in a home console. As you know the Wii is family orientated, played in the living room of the household. We’re hoping to evolve that, and there’s a variety of options we can think of.”
The Wii has proved a remarkably popular console, with Nintendo also announcing yesterday that the motion-controlled console has sold over 86 million units worldwide since its release in 2006.

Source : http://www.telegraph.co.uk/technology/nintendo/8473585/Nintendo-Wii-successor-to-be-released-in-2012.html

LA Noire hands-on


LA Noire's sophisticated mix of cutting edge technology and intriguing gameplay mechanics should mark Rockstar's detective tale as one of this year's most fascinating --and best-- video games.

http://www.gamearena.com.au/res/2007/images/features/custom/singlefeatures/bpg_newsletter_la_noire_handson.jpg

Format: Xbox 360, PS3
Developer: Rockstar Games/Team Bondi
Publisher: Rockstar Games
Released: 20 May 2011
Over the last five years Rockstar's titles have seen a subtle shift in tone. The publisher has always been known for creating fantastic experiences, but in the past, their titles provided an intoxicating mix of mature-themed content and boisterous fun. Their best games – most notably the groundbreaking Grand Theft Auto series – allowed players free-run in brilliantly constructed worlds. They contained a great deal of violence, sure, but all of it was wrapped up in satirical humour and a cartoon-like veneer, which conspired the take the edge off.
This all changed with Grand Theft Auto IV in 2008, which saw Rockstar's open world environment presented as a living, breathing city which was better and more believably constructed than ever before. The game also boasted one of the best stories in any game that year, following Niko Bellic, ex-soldier from Eastern Europe, as he tried to make an honest living in his new chosen homeland, the United States. Bellic was a classic noir character; his quest for the American Dream was a starting point, but gradually, as he ran afoul of shady characters and desperate situations, he was forced to turn to the talents he'd learned in war to survive. As a result, hell opened up beneath his feet.
Bellic, it turned out, was one of the first of a series of fully-fleshed characters to star in a Rockstar title. Over the next few years, the publisher's GTA DLC and Red Dead Redemption releases presented players with a host of damaged characters; all of whom had violent pasts, all of whom were surrounded by antagonists and danger and all of whom were trying to make good in the worst possible circumstances. Rockstar's protagonists are no longer ciphers, like the silent Claude Speed in GTA III. They are complete, well rounded individuals that the player comes to care about.
This strong emphasis on character is more front and center than ever before in Rockstar's upcoming game, L.A. Noire. Set in 1947, the game follows the fortunes of one Cole Phelps, a soldier back from the war turned policeman on the means streets of Los Angeles. The post-war period setting instantly brings to mind classic noir entertainment such as Chinatown, The Big Sleep and L.A. Confidential; here, perhaps more so than in any Rockstar game before it, players find themselves walking in a world of shadows and intrigue.

Phelps is a man set against the rules of his time; he's an honest cop trying to make good in an era of endemic police corruption and heightened racial tensions and in a city where everyone seems to be playing an angle.


While the template of a bruised hero in a nefarious world will strike fans of GTA and Red Dead Redemption as familiar, the gameplay for L.A. Noire may throw them one or two curveballs.

Here, players will not only become drawn in by the game's sympathetic protagonist, but their success in the game will depend largely on their ability to work out the motivations of many of the characters in his environment. While the action is punctuated by the odd fist-fight, car chase or shoot-out, L.A. Noire is an altogether more cerebral affair, which involves the player engaging in a lot of police-work. They'll need to collect clues, work crime-scenes, piece together evidence and interrogate suspects.

This last aspect can't be overstated in either its importance or the impressive way in which its been presented in the game. Using a groundbreaking 3D motion-capture technology called Depth Analysis, the developers have made the aspect of talking to witnesses feel incredibly lifelike. The level of detail the technology is capable of reproducing on screen is such that it necessitated the casting of Hollywood actors – including Mad Men's Aaron Staton, who plays the game's hero, Phelps.. You almost do a double-take when you see the tech in action; every wrinkle, every facial tick and every eye-movement of each character's face is faithfully recreated in the game. Each interrogation makes the player feel like they're engaging with a living, breathing human being, and they'll need to watch for body language and facial tells to see whether or not they're being deceived in their enquiries.

As the game progresses, Phelps makes his way up from beat cop and through the LAPD's different divisions such as Homicide, Vice and Robbery. Each 'desk has around seven or eight cases to solve but they're all tied together by Phelps's hunt for a serial killer at large in the City Of Angels. Each crime Phelps investigates starts with a visit to a crime scene – like a dark alley where a perp is suspected of ditching their firearm or a sun-kissed back-lot where the body of a brutally murdered woman lies motionless in the grass. As the player guides Phelps around each crime scene, they'll be on the lookout for clues such as drag-marks, blood-stains and the odd item which can be picked up and examined more closely. A sinister piano bar tinkles out when they approach an area containing something of interest. Not all clues are necessarily useful, however, and L.A. Noire, we're told, contains quite a few red herrings. As Phelps gathers clues and picks through crime scenes, his notebook begins to fill up with evidence, which provides the player with more ammunition to use on suspects in interrogation scenes.

The game doesn't skimp on brutality and some of the crime-scenes Phelps encounters are graphic to say the least. One case called “The Red Lipstick Murder”, features the naked corpse of a woman laid out on the ground, with words scrawled across her stomach. In close proximity, Phelps sees that part of her skull is missing, and when he moves her head to survey the damage, her neck makes a sickening, crackling sound. Scenes such as this mark L.A. Noire out as adults-only entertainment, but it has to be said, that there's nothing gratuitous about the game. Many of the cases, we're told, were inspired by real-life headlines from LA newspapers in the 1940s, and it should also be pointed out that all of the violence is handled responsibly and at the service of the plot.

The best thing about L.A. Noire is how the technology, the story and the interesting game mechanics blend seamlessly together immersing the player in the shadowy atmosphere of a noir thriller. In the short amount of time we had with it, L.A. Noire impressed us with its boldness and creativity. Few games have managed to make characters so believable, or captured the ambiance of the grimy and glitzy period setting. The game's city of Los Angeles feels filled to bursting with dark promise; around every corner there's a new crime to solve, a new criminal to bring down, and a new victim who cries out for justice. If L.A. Noire lives up the promise of what we've been shown so far, it could be one of this year's best games. Chandler and Hammett would be proud...

Pre-order LA Noire (Amazon UK)
Pre-order LA Noire (Amazon US)

Source : http://www.telegraph.co.uk/technology/video-games/8463464/LA-Noire-hands-on-preview.html

Portal 2 review

Portal 2 marks Valve's triumphant return to Aperture Science. Tom Hoggins finds out why thinking with portals is more than just mind over matter


http://blogs-images.forbes.com/davidewalt/files/2011/04/portal_2_logo.jpg

Formats: Xbox 360 (tested), PS3, PC/Mac
Developer: Valve
Publisher: EA/Valve
Released: Out now (PC/Mac via Steam) 21 April 2011 (all other formats)
Score: 10/10
Video games have always been a mix of the mechanical and the artistic; striving to achieve a perfect marriage between form and function. They are an entertainment so often defined on their surface qualities – how they look, how many modes they have, how convincingly that guy falls over when you smack him with the butt of your gun.
But what really underpins the best games is so often unseen. The invisible hand of direction that gently guides you into a world so carefully built, introducing you to the lore and mechanics of a game so deftly you barely even notice it. Making sure you know what you’re meant to be doing, that you never get lost, and are always looking in the right direction when there’s something worth seeing.
Portal 2 is the new standard to which this approach is set. It’s a work of masterful craft, mechanically constructed with military precision, artistically wrapped in a tremendous story and environment. Most impressively, its achievements feel effortless. The first game was a small, but perfectly formed surprise. The first-person puzzler was a component part of The Orange Box, an apparent complement to Half-Life 2 and its episodes. But the first time you punched two holes through separate surfaces with your portal gun, stepped through one and out of the other, Portal took on a life of its own. The deranged robotic keeper of the Aperture labs, GLaDOS, became one of gaming’s most compelling villains. It managed to get people attached to an inanimate cube. It had the best end credits song of all time. It was funny, smart, fresh and managed to feel like the plucky, accidental hero.
If there was any truth to that, there’s certainly nothing accidental about Portal 2. Its breezy –if destructive-- opening re-introduces the core concept of the portal gun and the Aperture Enrichment Center’s test chambers, reacquainting veterans while gently initiating newbies. It’s a tutorial, but it never feels like one, contained within the crumbling walls of a malfunctioning test center and decorated with pithy quips from a recorded message system and Wheatley, your spherical robotic companion voiced by Stephen Merchant. It’s a brilliant learning curve of direction, rather than instruction, nudging you towards the solution while teaching you how everything works without ever explicitly telling you. It’s elegant and makes you feel right at home, demonstrating just how clever and enjoyable Portal 2’s most basic mechanics are.
But the core toolset was mastered in the first game and, this being a sequel, there is a whole slew of new mind-bending tricks up the newly awakened GLaDOS’s metal sleeve. Each new mechanic is introduced with the same level of eloquence the opening of the game manages, and it’s a theme that runs through Portal 2’s entirety. A design ethos that is supremely generous, but dealt with marvellous economy. It would be a shame to go into too much detail about each addition, as the surprise is a big part of their appeal. But each is brilliantly dextrous, able to supply a number of mind-bending possibilities to each test chamber –particularly as they start to weave together later on in the game. And of course, the new mechanics are all built around the gun you hold in your hands, complementing the use of portals with their own specific traits. You'll thread laser beams through portals, use hard light as barriers or walkways and use the gel introduced about halfway through to alter the physical properties of surfaces altogether.

The gel is Portal 2's most radical addition, found belching from funnels scattered around the enrichment centre. Blue 'repulsion gel' turns any surface it's splattered on into a handy trampoline, orange 'propulsion gel' allows you to skate at high speed across it, leading to jumps and portal related momentum leaps. While the white 'conversion gel' is a perfect conductor for portals, meaning you can splash it over a wall that you previously couldn't punch a hole through and convert it into another exit.

Like everything else introduced in Portal 2, the gel fits the game's core mechanic with careful efficiency. As it is liquid, it can flow or even gush through a specifically placed portal to set up Rube Goldberg-esque assault courses across the more cavernous test chambers. One of Portal 2's greatest achievements is that simply mucking around is enjoyable in and of itself. Many chambers can be real head-scratchers, making that tantalising exit high in the corner feel light years away. But you rarely feel stuck without hope. Every failed experiment is just another step towards revealing a puzzle's secrets, and when that revelatory moment comes, it's often greeted with genuine belly laughs at the simple deviousness of it all. And just at the moment you think you have a mechanic all figured out, Valve throw something new at you, pulling the rug from under your feet and asking you to learn something new. It's beautifully paced, often diverting you away from the chambers and into the belly of the laboratory itself among crumbling walls, steel girders and thumping pistons. In truth, these diversions are slightly less engaging than the chambers themselves in terms of puzzling, but they offer a sharp change of tempo and advance the story on its merry way.

Portal 2's 'plot', such as it is, is a simple one: escape the facility. But the journey, as ever with Valve, is the worthier part. The razor-sharp dialogue is constantly funny, particularly in the way that the frantic, nervous babble of Wheatley contrasts so effectively with the clinical, sinister goading from GLaDOS. But the two are never overbearing, flitting in and out of the game and knowing when to shut up and leave you to the puzzles.
Valve also have an uncanny knack of involving your mute protagonist Chell, simply by making the world react to her presence in a startlingly organic way. Repeat plays may show just how well-oiled and precise it all is when you're looking under the hood, but that first run-through is constantly surprising. Particularly as Valve fill in the details surrounding the mysterious Aperture, leading to an achievement of world-building that compares favourably with BioShock's underwater city of Rapture. But those puzzles that form the heart of the game endure, right up to its frantic, maniacally brilliant conclusion.

Then there's the co-op campaign, which can be played in splitscreen or online. You and a partner play as two droids, P-body and Atlas, a Laurel and Hardy-esque pairing built by GLaDOS specifically for testing in Aperture's labs. The co-op is built around the same tenets and machinations as the single-player, but the addition of a partner (and thus an extra two portals to play with) quickly morphs the mode into something entirely distinct. Unlike many co-op modes, the feeling is definitely one of working together, rather than simply alongside one another. Whether you are split by glass partitions, or you're working closely together, you'll need a constant stream of communication to solve each test chamber. You'll pass blocks through portals to each other, set up elaborate portal chains and one test early on has one player controlling heavy blocks on a shifting rat maze, while the other player must negotiate the area. It's ever so easy to step on the wrong button and squish your partner into scrap, but they're quickly reassembled and thrown back into the game.
It's a terrific game for an expert/newcomer combination, as you can easily decide the roles each player will take on during a puzzle, the more experienced of the two either carrying the load or guiding from the sidelines. Everything is tailor-made for two, but just like the singleplayer, there's a remarkable generosity of imagination.
And that's Portal 2, a game that gleefully throws new ideas at a core concept and makes them stick. For sheer design, its only competition is Super Mario Galaxy 2. In the same way that Nintendo build playgrounds around Mario, Portal 2 crafts its world so that the star is always that piece of equipment in your hands. A diverse piece of engineering that opens up staggering possibilities, sometimes supplemented by just a box, a button and a door. Then Valve wrap it all up in their astute understanding of video game storytelling, providing a world and characters that stick in the mind even after those credits roll. Funny, clever, mentally stimulating and always good honest fun, Portal 2 effortlessly represents the medium at its very best.

Buy Portal 2 (Amazon UK)
Buy Portal 2 (Amazon US)

Source : http://www.telegraph.co.uk/technology/video-games/8458871/Portal-2-review.html

Alice: Madness Returns hands-on preview


http://storage.siliconera.com/wordpress/wp-content/uploads/2011/03/t_alicema.pngAmerican McGee revives his twisted Wonderland in Alice: Madness Returns, Tom Hoggins goes through the looking glass to see how the game is shaping up


Formats: Xbox 360, PS3, PC
Developer: Spicy Horse
Publisher: EA
Released: 16 June 2011

Eleven years ago, video game designer American McGee had an epiphany while driving along a Californian highway. A song came on the radio with the evocative lyrics "dark wonder", breaking McGee from his reverie and conjuring visions of a twisted, gothic version of Alice in Wonderland. The resulting game became a cult classic action-platformer, shifting 1.5m copies across a world high on the dramatic angst of its disturbed protagonist.
Now, there's a sequel --Madness Returns-- on the horizon. But why now? McGee reveals there wasn't similar black magic to the original at work, the revival of Alice ten years hence driven by more practical forces. "There wasn’t any sort of magic to the timing or anything," McGee explains."We’d built up a studio of sufficient capability to tackle this kind of project, and we began talking to EA about the prospects of a sequel, we made a plan and just went for it."
 
That studio is Shanghai based Spicy Horse, a diverse collection of multi-national developers under the stewardship of McGee. Spicy Horse's main focus, McGee says, is on the burgeoning Free 2 Play PC market and mobile devices. But for now, their sights are set on conquering the "triple-A" console market, and re-establishing Alice as the queen of black hearts.
In the first game, Alice is faced with the horror of losing her parents in a fire and, unable to cope with the trauma, she is committed to an insane asylum. Suddenly faced with the need to vanquish her demons, lest she lose her mind completely, Alice conjures the grotesque, violent Wonderland, using it as a psychological tool to fight off her madness.
For the sequel, set ten years to the day after Alice leaves the asylum at the end of the first game, our disturbed heroine is wandering the streets of Victorian London under the care of a local psychiatrist. While she still has scars from her experience in the asylum, Madness Returns is not so much about dealing with her psychological demons but discovering the truth behind the death of her parents. Presenting itself as a murder mystery on the streets of London, Alice will nevertheless spend the majority of Madness Returns back in Wonderland, a world further twisted by her own insanity.
So what is it about Alice that McGee and audiences the world over find so fascinating? "As characters go, she’s interesting because she’s very human, she’s got some pretty significant flaws," McGee explains. "I’d say even the character in the books is quite petulant, she’s definitely got an attitude about her. I think the fracture that we created in her as an individual --growing her up-- created an even more mature level of appeal for her. And Wonderland is incredibly rich and interesting, which gives us the chance to flex our creative muscle."
The abstract, disturbed but curiously beautiful form of Wonderland suggests McGee and Spicy Horse are in their element. The Queen's castle is a crumbling wreck, blood-red ivy crawling over its ornate walls, carved with cracked hearts. The guards are disgusting monstrosities, playing cards sewn together like sackcloth, vile meat bulging from the seams. The white rabbit is an emaciated horror, with vicious claws and bulging crazed eyes.
Underneath the aesthetics, Madness Returns is a traditional action-platformer. It's a genre that was very much en vogue in the late 90s and early 2000s, but has somewhat fallen from favour, with developers now preferring more bombastic thrills. As such, it can't help but feel a little old-fashioned, but, much like with Alice herself, McGee prefers to see it as a revival. "Good game mechanics always survive," McGee says with conviction. "Maybe the fact that there’s been fewer of these products, there’s a whole audience out there waiting for this to be presented to them."
Either way, Spicy Horse are certainly bringing a warped sense of style to proceedings. Combat is a hefty mix of ranged and melee attacks. Up close, Alice slashes through goblins and card guards with her Vorpal blade or pummels them with a giant mallet carved from a hobby horse, mixing the two together for some simple combos. Attacks can be fended off by blocking with her twirling parasol, or dodged with a quick teleport, sweeping away from danger in a swirl of blue butterflies.
For ballistics, Alice wields a pepper-grinder machine gun, a teapot grenade launcher, and a clockwork bunny that Alice can send trotting off towards bad guys before exploding into electrical sparks, stunning them or smashing their armour. The slick mixture of Alice's weaponry makes combat immediately engaging, though whether its simple but quirky appeal can sustain a whole game remains to be seen. Variation looks to come in the platforming and manipulation of Wonderland itself. The game cheerily toys with scale, with shrinking potions revealing secret nooks and unseen platforms, while one scene during the hands-on saw Alice munching a magical cake, growing into a giant and crushing the pursuing card monster under her massive bootheel. He was surprised to say the least, his crestfallen skull-like face revealing a darkly comic flair, just before Alice squished him to mulch.
Meanwhile, shifting platforms and delicate parasol landings make up the platforming, with a huge amount of collectibles --teeth, secret messages and fragments of Alice's memory that form details of the story-- stashed in Wonderland's numerous hidden corners.
The gameplay is a faintly familiar throwback, but the disturbed dressing is anything but. The success of the first game will give McGee, Spicy Horse and publisher EA hope that Madness Returns can unfurl its macabre influence on a new audience. If nothing else, its refreshing to see McGee's vision return without compromise, and a team refusing to stay on solid ground, instead preferring to tumble down its own twisted rabbit hole.

http://www.amazon.co.uk/gp/product/B004RTSS5O/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&tag=telegraphcouk-21&linkCode=as2&camp=1634&creative=6738&creativeASIN=B004RTSS5O (Amazon UK) 

http://www.amazon.com/gp/product/B004CD9X2C/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&tag=telegraphcouk-20&linkCode=as2&camp=1789&creative=9325&creativeASIN=B004CD9X2C (Amazon US) 


 Source : http://www.telegraph.co.uk/technology/video-games/8453682/Alice-Madness-Returns-hands-on-preview.html

Millions of internet users hit by massive Sony PlayStation data theft

Sensitive personal details of tens of millions of internet users have been stolen by hackers in one of the biggest ever cases of data theft, it has emerged. 

 

Fraudsters have obtained data on millions of online video gamers – including three million Britons - after targeting Sony’s PlayStation Network.
The electronics giant is contacting around 70 million customers warning that details including their names, addresses, dates of birth, passwords and security questions have been stolen.

Sony also admitted that the hackers may have gained access to people’s credit card details.
The network provides online video gaming services and allows streaming of films and music via the internet.
It requires members to submit credit card and personal details to subscribe.

Source : http://www.telegraph.co.uk/technology/sony/8475728/Millions-of-internet-users-hit-by-massive-Sony-PlayStation-data-theft.html

Applications iPhone ponctuellement gratuites du soir : Scribblify, iZip, Operation wow, Physics gamebox, etc ...

Les actus iPhone, les applis gratuites et les bons plans, c'est avec notre application iFon.fr gratuite.

Baisses de prix ponctuelles


Plusieurs applications gratuites ont été ajoutées dans la journée à notre module de promotions permanent, merci à ceux qui nous les signalent ! Voici les applications et jeux passés en gratuit récemment et pour une durée limitée . Pensez à vérifier la gratuité lors du téléchargement !

Les applications iPhone et iPod Touch :

  • Scribblify : application de peinture et de dessin pour l'iPhone et l'iPad, très bonnes notes
  • Phonebook Avatars : des avatars pour ajouter à vos contacts et les reconnaitre lors des appels
  • iZip : gestionnaire : extraction, compression de fichiers (zip)
  • HalfCamera : 12 effets photos et possibilité de faire une composition dans cette appli "rétro" photo

Les jeux :


29-04-applis-gratuites-iphone-ipod-touch-ipad-1.jpg
  • PHYSICS GAMEBOX : 2 jeux flash dans une appli dont un propose 300 niveaux - 5 étoiles sur l'App Store, à ne pas manquer !

29-04-applis-gratuites-iphone-ipod-touch-ipad-2.jpg
  • Pandora War : jeu de défense et de tir : pensez rapidement et soyez stratégique !
29-04-applis-gratuites-iphone-ipod-touch-ipad-3.jpg
  • Pig Rockets : mix de jeu de réflexion et de twoer defense

29-04-applis-gratuites-iphone-ipod-touch-ipad-4.jpg
  • Wedding Dash : Il paraît qu'il y avait un mariage aujourd'hui … A cette occasion, ce jeu de stratégie et d'action propose pas moins de 50 niveaux dans une ambiance de mariage avec une pointe d'humour

29-04-applis-gratuites-iphone-ipod-touch-ipad-5.jpg

Mais aussi :
Source : http://www.iphon.fr/post/2011/04/29/Applications-iPhone-ponctuellement-gratuites-du-soir-%3A-Scribblify%2C-iZip%2C-Operation-wow%2C-Physics-gamebox%2C-etc-...

jeudi 28 avril 2011

Le jeu "Burn it All" va mettre le feu à votre iPhone


Bulkypix est pour le moins très productif en terme de jeux vidéo. En association avec Pastagmes, voici qu'ils nous présentent le dernier né de la maison, j'ai nommé Burn it All. Burn it All compte bien trouver sa place parmi le panthéon des casual games comme on dit ... Angry Birds et autres Cut the Rope n'ont qu'a bien se tenir.
Vous incarnez une petite boule de feu et vous devez tout simplement mettre le feu à différentes cordes afin d'avancer pas à pas dans les nombreux niveaux. Je ne vous en dis pas plus ...

La suite c'est juste après :
Commençons par planter le décor. Le personnage est donc une boule de feu. Selon la couleur, elle possède des pouvoir différents. Par exemple, rouge elle enflammera simplement une corde alors que verte elle pourra en enflammer plusieurs.

Au fur et à mesure des niveaux, la difficultés et les embûches vous rendront la tâche de plus en plus difficile. Gouttes d'eau et autres vents seront alors vos ennemis et risquent d'éteindre la boule qu'il vous faudra alors recharger. Une fois la corde enflammée, il vous faudra recharger la boule de feu pour en enflammer d'autres.



Cela parait simple mais  cela devient rapidement plus compliqué qu'il n'y parait car le temps joue contre vous. Plus vous irez vite et plus vous gagnerez de diamants. Et, comme vous vous en doutez : ces diamants sont nécessaires pour débloquer les trois mondes supplémentaires.


En effet, le jeu compte 4 mondes eux même pourvus de pas moins de 25 niveaux. Autant dire que ça vous laisse le temps de cramer quelques cordes.
Pour conclure et vous laisser courir vous procurer ce jeu, sachez que lorsque je l'ai eu j'ai enchaîné pas moins de 47 niveaux. Oui 47 c'est dire si le jeu m'a plu. Si vous aimez les jeux addictifs et un peu casual vous ne serez pas déçu. Vous avez ma parole.

Le jeu est disponible ici pour 0,79 €. L'application est binaire universelle donc adaptée à l'iPhone et à l'iPad.
Vous l'avez acheté ? Donnez nous votre avis.

Source : http://www.iphon.fr/post/2011/04/19/Burn-it-All-va-mettre-le-feu-%C3%A0-votre-iPhone

lundi 18 avril 2011

Applications iPhone ponctuellement gratuites : conjugaison bordas, lecteur RSS, Super Fast Cam, Tehra Dark Warrior et nombreux autres jeux

Baisses de prix ponctuelles

 De nombreuses réductions sur les outils Bordas langue Française :
  • L'intégrale Bordas pour iPhone à 1,59 euros au lieu de 2,39 euros jusqu'à dimanche prochain. Retrouvez la ici sur l'AppStore. Cette application regroupe 5 applis en une : La Conjugaisons, les dictionnaires des citations, rimes, synonymes et les pièges de la langue Française.

Plusieurs applications gratuites ont été ajoutées dans la journée à notre module de promotions permanent, merci à ceux qui nous les signalent ! Voici les applications et jeux passés en gratuit récemment et pour une durée limitée . Pensez à vérifier la gratuité lors du téléchargement !

Les applications iPhone et iPod Touch :

  • yReader, Lecteur de flux RSS compatible Google Reader, twitter, instapaper, EverNote, etc … 4,5 étoiles sur l'App Store US !
  • SuperFastCam, Qui n'a pas pesté contre le temps que met l'appli photo à être opérationnelle ? Cette appli promet d'ale beacoup plus vite : lancez l'app, la photo est prise. 5 étoiles sur le Store US : vous confirmez ?
  • MyFont, Enregistrez votre écriture pour chaque lettre de l'alphabet et vous pourrez envoyer des emails manuscrits depuis l'iPhone. Marrant
  • EasyCopy, permet de transférer du texte entre un ordinateur et l'iPhone ou l'iPad
  • NeonSign, Créez des images avec de l'écriture aux effets "néons"
  • Gym Ball Workouts, Bientôt l'été, des vidéos d'exercices de fitness (Pylates) à réaliser avec un (gros) ballon (en anglais mais il y a l'image ;-) )
  • MIDI Remote : télécommande Midi sans fil pour iPhone et iPad
  • Juno's Piano : Pour apprendre à jouer du pieno au plus jeunes
  • S.Holmes : Vu la semaine dernière en gratuit, un roman enrichi

Les jeux :

  • Tehra Dark Warrior : Jeu d'aventure et de combats en 3D
    18-04-applis-gratuites-iphone-ipod-touch-ipad-1.jpg
  • Stylish Sprint : jeu de course et d'action : votre bonhomme parcourt le monde à l'aventure et doit récupérer des pièces de monnaie dans huit lieux différents
18-04-applis-gratuites-iphone-ipod-touch-ipad-2.jpg
  • static storm : jeu de survie face à des bestioles repoussantes
    18-04-applis-gratuites-iphone-ipod-touch-ipad-3.jpg
  • Tesla Wars : jeu de type "tower defense"
    18-04-applis-gratuites-iphone-ipod-touch-ipad-4.jpg
  • Sudoku 2 : Un jeu de sudoku qui remporte pas moins de 4,5 étoiles avec de très nombreux votes, à tester pour les amateurs donc !
    18-04-applis-gratuites-iphone-ipod-touch-ipad-5.jpg
  • iSpinCube : faites tourner le cube le plus vite possible
    18-04-applis-gratuites-iphone-ipod-touch-ipad-6.jpg
  • Zombie Hungry : Des zombies, de la glace, de l'action et 4 étoiles US
    18-04-applis-gratuites-iphone-ipod-touch-ipad-7.jpg
  • Gold Runner 99 : Une version de l'ultra classique et retro Lode Runner pour ceux qui connaissent ;-)

Mais aussi :