Archive for the ‘PS2’ Category

The Lord of the Rings: Aragorn’s Quest

Wield Aragorn’s Sword on PlayStation 3, PlayStation 2, PSP, Wii and Nintendo DS in Autumn 2010

Warner Bros. Interactive Entertainment, The Saul Zaentz Company and New Line Productions, Inc. announce that The Lord of the Rings: Aragorn’s Quest videogame will launch on the PlayStation®3 computer entertainment system with full support for PlayStation’s upcoming motion controller technology at the controller’s launch. This family-friendly action-adventure game, based on the films and literature of The Lord of the Rings trilogy, will ship in Autumn 2010 for the PlayStation 3 system, PlayStation®2 computer entertainment system, PSP® (PlayStation®Portable) system, Wii™ and Nintendo DS™ system.

In The Lord of the Rings: Aragorn’s Quest videogame, players become the legendary hero Aragorn and relive his most daring battles from The Lord of the Rings trilogy. The action-packed sword, bow and horseback adventures will be enhanced for players of all ages through high-quality graphics and gameplay created especially for the PlayStation 3 system. Utilizing PlayStation’s upcoming motion controller for precision through mastery, The Lord of the Rings: Aragorn’s Quest videogame engages players with intuitive motion-control gameplay where every controller gesture instantly and accurately translates to weapon strikes in the game. Exclusively for the PlayStation 3 system and Wii, two-player motion controlled co-op gameplay featuring Gandalf allows kids, families and friends to battle side-by-side in the heart of the action.

The Lord of the Rings: Aragorn’s Quest videogame will feature the voice talents of actor Sean Astin (Rudy, The Goonies, The Lord of the Rings Trilogy) and actor and vocal artist John Rhys-Davies (Indiana Jones, The Lord of the Rings Trilogy). Both Astin and Rhys-Davies will reprise their on-screen roles of Samwise Gamgee and Gimli. The game also showcases original in-game music tracks along with music from The Lord of the Rings film scores created by composer Howard Shore.

The Lord of the Rings: Aragorn’s Quest is developed for Wii by Headstrong Games and for the PlayStation 3 system, PlayStation 2 system, PSP system and Nintendo DS by TT Fusion.

New study reveals the social graces of social gaming for women

Over 700 Women Share Insight on Wants, Faux Pas & Boundaries of Social Media Gaming; Q Interactive & Engage! Expo Dive into Psychology of Rapidly Growing Gaming Community

A new study from Q Interactive and Engage! Expo (host of the Virtual Goods Conference) reveals insight into the psychology of social media gaming women, the largest demographic of social media users. The study of over 700 women, about 54 percent of which play daily and 30 percent weekly, investigates a range of viewpoints around salient social media gaming topics.

“We had a frank conversation with women to better understand not only how, when and what they play, but how they approach gaming at work, their self-imposed boundaries for play, their willingness to spend to feed their habit, and more,” said Marj Calinog, VP, Business Development. “Overall, we found a group completely engaged with play but one with definite ‘rules’ and opinions as well as concerns about the future. The findings hold great implications and opportunities for developers wanting to increase game loyalty and brands and advertisers seeking a meaningful presence in social gaming.”

As brands gather to discuss how companies can capitalize on the social gaming space, Q Interactive, specializing in social media monetization solutions for advertisers and developers, specifically shares how women engage with social media / games. This marks the company’s third recent proprietary research study from its “Women’s Channel.”

Finding: “I Embrace My Inner Gamer!”

  • Of those surveyed, 42 percent consider themselves “gamers” and seven percent deem themselves “obsessed.”
  • For 67 percent, one to five hours per week is “socially acceptable”; however, 26 percent feel six or more hours per week is socially acceptable.
  • Nearly 45 percent of those surveyed have friends they consider “obsessed” with social media gaming.
  • Approximately 16 percent of those surveyed “hide” or “sometimes hide” their gaming habits.

Finding: “There are Gaming Faux Pas – But I Set Boundaries for Myself”

  • Over two-thirds of those surveyed believe there are “stigmas” associated with gaming. For those women, the leading stigma is:

-”Games are addictive” (24 percent)

    -”Play makes you neglectful of other areas of your life” (21 percent)

      -”Gaming is a waste of time” (17 percent.)

        • Play at work is basically off limits: 93 percent of those surveyed share they primarily play at home versus work.

        Finding: “I Won’t Pay – No Matter How Much I Love a Game”

        • More than half of women surveyed – 54 percent – “fear” more games will make gamers pay in the future.
        • If forced to pay, 77 percent would give up the game, while:

        -10 percent would prefer a monthly subscription or fee

          -10 percent would prefer a pay-as-I-go system

            -Two percent would prefer a separate payment scenario for each game played

              Finding: “My Kids Are Active in Social Media Gaming – But They are Not Paying”

              “What we have found is moms and kids are both wired into social media gaming, however, mom has a heavy hand in kids’ play; she is actively supervising the time her kids play and what they spend,” said Christopher Sherman, CEO and Founder of the Engage! Expo.

              • Overall kids (children under 18 years old) are connected: 16 percent of moms say their children have a smart phone.
              • According to mom, 40 percent of kids are allowed to play daily, 37 percent weekly, and 10 percent monthly.
              • Generally speaking, kids are banned from the wallet: 80 percent are not allowed to pay for social media gaming.

              Source: Q Interactive