Sunday, October 31, 2010

Moshi Monsters Reaches 29 Million Users

UK-based Mind Candy, developer and publisher of child-targeted MMO Moshi Monsters, revealed that its free-to-play game has reached 29 million registered accounts spread out across 150 countries.

Of that total, 20 million accounts were registered in the past year -- 35 percent from the U.S. and 30 percent from the U.K. According to a report from TechCrunch, one in three UK children aged 7 to 11 years old has signed up to play Moshi Monsters.

In the MMO, users adopt and raise a monster, earn and spend Rox (in-game currency), purchase accessories and decorations for their virtual home, and play over 150 million puzzle games designed to test skills like basic math, spatial awareness, logic, and vocabulary.

Though Moshi Monsters is free to play, a �5 ($8) monthly subscription option is available for access to exclusive areas, features, and more Rox. Mind Candy hasn't disclosed how man subscribers it's accumulated, but the studio has been profitable since last year.

Mind Candy says it attracts subscribers by keeping the maximum cost players can spend on the game at �5, and not running scam-like advertisement offers to give out virtual currency. The game's limited social networking features that allow kids to communicate with friends have helped, too.

The online game will also break out with real-world products next year, as licensing deals for Moshi Monsters toys already in place for the U.S. and UK. Adding to that, Mind Candy has partnered with Penguin to publish a series of books based on the MMO's setting around the world.

CEO Michael Acton Smith ambitiously projected that the retail value of all Moshi Monsters-related merchandise sold in 2011 will come out to $100 million: "We have major retail commitments for many of the lines so have a pretty good idea of how revenue numbers will stack up. That said, it is only a forecast and we've got still got a lot of work to do to achieve it."

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/GX-FEsnmwWc/moshi_monsters_reaches_29_mill.php

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This Week In Video Game Criticism: Horror, Casuality, Casualties

[This week, our partnership with game criticism site Critical Distance brings us picks from Ben Abraham stretching from pieces on Dead Space 2 through casual trawls through games, to the industry's problems encapsulated.]

Another week, another haul of the best game writing and criticism that the Internet can provide.

First up this week is Chris Green?s look at ?Demon?s Souls as Epic Poetry? for Chronoludic. It?s worth reading because it?s an attempt at actually writing some epic poetry about Demon?s Souls; whether it works or not, it?s a step in an original direction that is worth pursuing and promoting.

Speaking of Demon?s Souls, Matthew Armstrong at SnakeLinkSonic continues his discussion of the game linked to last week in his latest piece ?Dying to Speak?.

And Mike Schiller wrote a piece for the PopMatters Moving Pixels blog this week, all about ?Sacrificing horror for the sake of human competition?. Schiller looks at whether multiplayer compromises the horror elements of Dead Space 2 and if the trade off is worth it.

The single most outstanding piece I read this week was undoubtedly Christopher Thursten?s take on Metro 2033 at the Exit/Warp blog. Here?s an excerpt to whet your interest:

"Like Bioshock, Metro 2033 is a game about the relationship between ideology and personal agency, set in the crumbling remains of a society trapped in a destructive and unsustainable holding pattern. Also like Bioshock, Metro 2033 treats conflict, in gameplay terms, as a transaction between the player and the game. Both are in this regard closer to first-person survival-horrors than first- person shooters, preferring to challenge the player with the threat of running out of ammo rather than the threat of receiving a surplus of ammo to the face."

The real surprise comes in Thursten?s conclusions about the ?morality? system that Metro 2033 employs, and the games commitment to ?tactile fidelity?. Persuasive stuff.

Elsewhere, Leigh Alexander writes for Thought Catalog about Facebook games and Cow Clicker. It?s a solid take on the Cow Clicker tale and its implications for Facebook gaming, and gaming in general.

Pippin Barr goes ?Strolling in the Zen Game Garden? and is inspired to consider strolling casually through video games more often: "What would it feel like to play Baseball Stars for the NES and to think about the smooth swing of the bat, the greenness of the field, the beauty in the curve of a pixellated pitch? What if, in returning to Final Fantasy XIII, I spent more time taking a walk, either skirting the enemies in my path or even pausing just to admire them?"

Angelo of the Bergsonian Critique blog places ?a critical eye on tear? from Tales of the Abyss. We?ve seen quite a few character analysis and profiles of interesting JRPG characters of late ? is there something in the water?

And Jorge Albor at the prodigious Experience Points blog (who just recently celebrated their 100th podcast ? congratulations Jorge and Scott) thinks about ?Master Chief After Reach?, and comes to the conclusion: "In many ways, Halo: Reach retroactively makes Master Chief a more interesting and compelling character. I cannot help imagining what sort of camaraderie he may have had with Noble Six and other Spartan soldiers on Reach."

Likewise, Albor?s blogmate Scott Juster has been busy writing for PopMatters this week about ?Dusty Pixels and Patchwork Stories?, looking at how easy is it for developers to retroactively patch the endings or elements of their game, to drastically change the meaning and overall experience. It matters because it presents a challenge to maintaining games in their original ?pristine? condition.

?Here is a game: Fairy Princess Escape? is a piece by Kirby at The Border House looking at what seems like a really interesting, progressive and open video game made just for girls. And yet: ?Everything was going so well!? Until I beat the game and saw the win screen??

Lisa Foiles writes for Kotaku about ?Breaking the Fourth Wall: Clever Gimmick or Slap in the Face?? Foiles observes: "Games poking fun at themselves, by proudly proclaiming their fictional nature, is a gimmick that works well for [comedy games]; it keeps things light-hearted and fun. However, this technique feels awkward when used in more serious games that involve life-or-death situations. It almost feels like a slap in the face."

Also at Kotaku, the new Australian editor Mark Serrels talks with games writer and academic James O?Connor about games stories, discussing Gears of War and Call of Duty?s meta-narratives.

Over at Gamasutra, Margaret Robertson looks at 'Five Minutes Of Minecraft' and comes up with the best, most succinct description of the game I?ve yet read: "Minecraft is a game where you mine stuff and make it into other stuff. In Survival mode, which is mostly what the people who are talking about it are talking about, it's a single player game set in a vast algorithmically generated landscape of beaches, mountains, and plains. Everything in the world is made of blocks, and every block can be 'mined', which will remove it from the world and convert it to a resource the player can use."

Observant readers will remember Michael Abbott?s take last week on Medal of Honor?s missed opportunity for meaningful engagement with real world issues, and so I present this as a counter-point to Abbott: Grayson Davis at Beeps and Boops writes in a piece called ?Medal of Ice Cream? advocating a more pragmatic attitude towards the FPS genre?s likelihood to convey meaningful messages.

Davis argues, quite persuasively I think, that: "?we look too hard for insight in a genre that is fundamentally about pointing a gun at something and killing it; a genre defined by the immovable presence of a lethal weapon aimed at anything you happen to be looking at; a genre defined by the shooter, not the first-person."

Fraser Allison at RedKingsDream hits one out of the park this week with ?The biggest problem facing the games industry?: "Not the suits: they?d disappear in a month if we stopped supporting them. Not the angry ranty geeks: for all their lack of social graces, they often reserve their passion for the things that deserve to be supported. No, it?s the ordinary people who keep handing over their money for overproduced, soulless shit that doesn?t need to exist, either because they don?t know any better, or worse: even though they do."

At BitMob this week, Alejandro Quan-Madrid has some ?Concerns of Addiction, Race, and Penises in Call of Duty: Black Ops Multiplayer?: "When asked if they were concerned that Black Ops would have the same addictive hallmarks as traditional gambling, minus the real-world money, Olin responded that he "hopes so" but then backtracked a little bit." And Mitu Khandaker talks Kandinsky and Game Design - looking at emotionally affecting games, music and art, and a whole lot more besides.

Daniel Purvis makes his triumphant return to game blogging/criticism while taking a few minutes to reflect on his time as a game critic writing for his now defunct blog Graffiti Gamer. It?s an honest take on what it?s like to put your ideas out there on the internet about these crazy things we call video games: "I never felt like I found my voice when I wrote for Graffiti Gamer. It wasn?t just a place to dump words, I tried to write like I had something to say, and to make it entertaining, yet I was forever doubting the validity of each topic and every word. Posting to Graffiti Gamer felt like a return to adolescence."

And lastly in a week of big hits, here?s Jason Nelson?s newest digital poem (or ?videograph fiction? as he calls it) about Pac-Man, A Family of Dead Eaters. Well worth the two minutes it?ll take you to figure it out.

Source: http://feedproxy.google.com/~r/gamesetwatch/~3/Ni7C482OFfc/this_week_in_video_game_critic_17.php

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Nintendo DS Tops Japanese Charts Despite Sales Decline

The Nintendo DS line topped the Japanese hardware sales charts this week, though its lead on the PSP diminished, reports tracking firm Media Create. For the week ended October 24, the Nintendo DS line saw a sales decline of approximately 12,000 units, and maintained its lead over the PSP by only 1000 units. All platforms experienced decreased sales this week, leaving the overall platform rankings unchanged. Of all the platforms on the list, the various ...

Source: http://feedproxy.google.com/~r/GamasutraNews/~3/ac_Nfo_vB7I/Nintendo_DS_Tops_Japanese_Charts_Despite_Sales_Decline.php

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2010 GDC Online Debuts Choice Awards Video Footage

GDC Online organizers have debuted a fully streaming version of the Game Developers Choice Online Awards on the GDC Vault website, including an Ultima Online tribute and full awards footage.

The presentation of the inaugural event last Thursday, was hosted by Mindspark Interactive Network's Mike Goslin at GDC Online in Austin, Texas. Following the live show, a free, chapter-ready version of the 50-minute long award ceremony, including acceptance speeches, game showcases and special awards was posted to the GDC Vault website.

Leading the night with wins in five categories was Riot's standout "multiplayer online battle arena" title League of Legends, which earned awards for Best Online Technology, Visual Arts, Game Design, and New Online Game.

Other Choice Online Award recipients include CCP, which received the Best Live Game award for EVE Online, World of Warcraft by Blizzard Entertainment receiving the award for Best Community Relations, Social City by Playdom for Best Social Network Game, and more.

Particularly worth watching is the section on Origin and Electronic Arts' seminal MMO title, Ultima Online, recognized as the first Hall of Fame game by the GDC Online Awards.

The award for the honor was accepted on stage by key members of Ultima Online's original development team: Rich Vogel, launch producer, Starr Long, associate producer & director, and Raph Koster, lead designer, and many of the game's other producers (pictured above) were also introduced onstage by EA's Eugene Evans.

Source: http://feedproxy.google.com/~r/GameDevelopersConference/~3/HCjr-KfCO6k/2010_gdc_online_debuts_choice_.html

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Student Postmortem: Bloom

Students from the Futuregames Academy tell the story of developing Bloom, talking of successes and difficulties in creating a "ten minute vertical slice" to present to industry professionals.

Source: http://feedproxy.google.com/~r/GameCareerGuideFeatures/~3/N2MfjK0rVI4/student_postmortem_.php

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GDC Vault Adds Free FrontierVille, Bartle Videos, Nearly 90 Subscriber Talks

The GDC Vault service has debuted both free and subscriber-only videos from October's GDC Online event in Austin, Texas. Free-to-watch talks debuting include Brian Reynolds' keynote on lessons from Zynga's Frontierville, and Richard Bartle's acclaimed talk on the history of the Multi-User Dungeon (MUD).

Following the successful developer and business event that ran in Texas earlier this month, organizers of the Game Developers Conference series of events are making specially recorded versions of the talks available -- while also archiving all of the GDC Online content in video form for future use.

These new free talks debut alongside an update making available nearly 90 lecture videos from GDC Online for subscribers at the GDC Vault website. The site features video technology that allows users to simultaneously view a presenter's slides alongside video and audio of their presentation.

Alongside free slides from GDC Online presenters, the two new free GDC Online video lectures are:

- In 'Bears and Snakes! The Wild Frontier of Social Game Design', Zynga's chief game designer Brian Reynolds -- formerly at Firaxis and Big Huge Games and notable for his work on titles like Civilization II -- discussed the launch of Zynga's game FrontierVille and work around melding social and traditional game design that went into it.

Reynolds' introduction notes of the lecture: "We'll look at key features such as missions, 'doobers', and varmints and explore how they take traditional social game models and make them more entertaining. Well also look at the ways we took traditional social game interactions and made them more social" for the title, which currently has over 30 million monthly unique users.

- Also featured in video form is the acclaimed lecture 'MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance' from Multi-User Dungeon co-creator Richard Bartle, who was voted the first Online Game Legend during the debut Game Developers Choice Online Awards at the Austin show -- a show that is also available for viewing at GDC Vault.

Source: http://feedproxy.google.com/~r/GameDevelopersConference/~3/umLhAs7PaRA/gdc_vault_adds_free_frontiervi.html

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Saturday, October 30, 2010

Round-Up: Gamasutra Network Jobs, Week Of October 29

In the latest postings over the last seven days, Gamasutra’s jobs board plays host to roles across the world and in every major discipline, including opportunities at Raven Software, Relic Entertainment, Rockstar, and more. Each position posted by employers will appear on the main Gamasutra job board, and appear in the site’s daily and weekly [...]

Source: http://feedproxy.google.com/~r/fingergaming/~3/_CnQbuKXPNY/

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GDC Celebrates 25th Conference With Official History Outreach

The organizers of the 2011 Game Developers Conference are announcing a call for written memories, photos and videos from the past twenty-four iterations of the Game Developers Conference.

The public call comes as the event approaches 'GDC 25' in February 2011 at the Moscone Center in San Francisco, and organizers plan an unprecedented digitization push from its own archives, utilizing an official GDC historian.

With almost a quarter-century at the forefront of the art and business of game creation, the first ever GDC (at that time the Computer Game Developers Conference) took place all the way back in 1988.

There were two events in the show's inaugural year, and a yearly conference going forward, growing to over 18,000 attendees and encompassing events like the Game Developers Choice Awards and the Independent Games Festival.

Along the way, GDC has seen keynotes and signature lectures from Shigeru Miyamoto, event founder Chris Crawford, Microsoft co-founder Bill Gates, design legends like Sid Meier, futurist Ray Kurzweil, and a host of others - and inspired tens of thousands of game creators to take their skills and inspiration to the next level.

To celebrate 'GDC 25', the conference organizers have appointed an official historian for the show in the form of noted technology archivist Jason Scott, known for his Textfiles.com digital archive and his history of preserving important digital artifacts.

Source: http://feedproxy.google.com/~r/GameDevelopersConference/~3/5BRm-tWPp_Y/gdc_celebrates_25th_conference.html

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BAFTA Adds Social Network Game Award

The British Academy of Film and Television Arts said that it is adding a Social Network Game category to its GAME-sponsored British Academy Video Games Awards for 2011, as popularity of the segment increases.

"It is only right to recognize the hard work, fantastic creativity and great success being demonstrated in this new area of the industry," said BAFTA Video Game Committee chairman Ray Maguire. BAFTA said it aims to identify and reward "excellence and innovation" in the social game space.

There are over 500 million registered users on Facebook, and over half of those users play games like Zynga's Farmville, which has around 60 million monthly active users, BAFTA organizers said.

The third annual GAME British Academy Video Games Awards take place on Wednesday, March 16, 2011 at the London Hilton on Park Lane. Nominations will be announced on February 16.

BAFTA's announcement of a social game award category comes after the Gamasutra-affiliated Game Developers Conference introduced the Game Developers Choice Online Awards this month, which included a Best Social Network Game Award, among other categories. The original Game Developers Choice Awards also includes a social-game-related category.

Playdom's Social City won GDC Online's Best Social Network Game Award earlier this month, and Zynga's Farmville won the Best New Social/Online Game category in March.

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/5LdYuWoUNjo/bafta_adds_social_network_game.php

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Star Trek Online To Offer Player-Created Missions

Atari and Cryptic Studios will allow Star Trek Online subscribers to play and create their own custom missions, planets, and even star systems in the MMORPG with a new toolset called The Foundry. Currently under testing, "The Foundry for Star Trek Online (Beta) Mission Authoring Tool" will allow users to customize pre-made planets with their own encounters, objects, and stories. They'll be able to customize pre-made star systems or create their own from scratch, too. ...

Source: http://feedproxy.google.com/~r/GamasutraNews/~3/xNvsldUUPEw/Star_Trek_Online_To_Offer_PlayerCreated_Missions.php

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Epic Games Releases October 2010 Unreal Development Kit Beta

CARY, NC (October 28, 2010) –Epic Games, Inc. has released the October 2010 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides uncompromised access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

Epic is committed to providing the UDK community with regular software releases at no charge, and the latest beta is available now at www.udk.com/download.

This month, we’d like to give everyone a behind-the-scenes look at a non-game UDK project. Developed by Parsons Brinckerhoff for the Michigan Department of Transportation, IntelliDrive is a driving simulation that shows how vehicles can be plugged in to the national transportation grid. We talk with PB about how they created the simulation – which utilizes multiple display screens and a steering wheel – with a small team in just four months.

Are you creating something great with UDK? Drop us a line in the Project Show-Off forums, where links to tech demos, gameplay videos and screenshots are always welcome.

It’s easy to sign up as a commercial UDK developer online. Our FAQ can help you determine which type of license is right for you.

Upgrade Notes

This month there were numerous improvements to the Editor to make workflows easier. Enhancements were made to the various rendering systems as well.

NOTE: The old UI system has been completely removed.

Rendering

  • Foliage volumes and terrain foliage were removed.
  • There is a new adjustable tonemapper with a more linear curve.
  • ImageGrain and Color LUT (ColorGrading) in Post-Processing can now be used even without a tonemapper.

 

Tone Mapping
Motion Blur

  • MotionBlurSkinning has been improved both in terms of memory footprint and performance.
  • Skeletal meshes now support per-bone motion blur.  This motion blur is dependent on bone movement, on a per-bone basis.

More information: http://udn.epicgames.com/Three/MotionBlur.html

 

Motion Blur

Editor

  • Tool tips for shortcut keys are now displayed for the main toolbar buttons.
  • Support for creating new subtractive levels was removed.
  • It’s now possible to cancel the autosave process in-editor by hitting Esc.
  • Perspective viewports now default to real time. Disable this via preferences.
  • WASD keys controlling movement can now be used without holding right mouse.
  • There are new hotkeys for hiding actors:
    • H: Hides the selected actors.
    • Shift+H: Hides the unselected actors.
    • Ctrl+H: Unhides all the actors.
  • Unlock and show mouse cursor while in PIE or PIV using Shift+F1.
  • The PIE and PIV icons are now more distinct.
  • A separate ‘Play’ menu has been created; the ‘Play Level’ button has been moved to this new menu.
  • The ability to visualize static mesh edges has been added to the static mesh editor.
  • The ability to accidentally right-click or middle-click on transform gizmos has been removed.
  • Mesh painting has been improved:
    • The mesh paint tool now supports flood fill.
    • The mesh paint tool can now push vertex color from an instance to the mesh.
    • The mesh paint tool now supports multi-select.
  • This build includes code to fix up static mesh objects with zero triangle elements.
    • Map check warnings indicating StaticMeshes with zero triangle element can be fixed in the static mesh editor using the ‘Mesh –> Remove elements with zero triangles’ option.
    • Map check warnings indicating StaticMesh instances that contain mismatches between their materials override array and the source mesh elements.

Multithreaded cooking is now supported. This yields approximately 4x faster cooks.

Multi-Threaded Cooking

New build and submit support lets users rebuild map, save and check it into P4 all at once.

Build and Submit

It’s now possible to search the Actor Browser and easily comb the actor list.


Actor Browser Searching

Scaleform GFx

  • There is now support for GFx AMP, which is available in Binaries/GFx/Amp/GFxAmpClient.exe.

UDN Pages

  • New 

http://udn.epicgames.com/Three/ScaleformBestPractices.html
http://udn.epicgames.com/Three/AnimationCompressionAlgorithms.html

  • Updated

http://udn.epicgames.com/Three/CommandLineArguments.html
http://udn.epicgames.com/Three/DevelopmentKitHome.html
http://udn.epicgames.com/Three/CustomLighting.html
http://udn.epicgames.com/Three/ParticleSystemReference.html
http://udn.epicgames.com/Three/AnimationCompression.html
http://udn.epicgames.com/Three/AnimationCompressionDialog.html
http://udn.epicgames.com/Three/PerfStats.html
http://udn.epicgames.com/Three/UDKProgrammingHome.html
http://udn.epicgames.com/Three/ScriptedTextures.html
http://udn.epicgames.com/Three/ColorGrading.html
http://udn.epicgames.com/Three/MotionBlur.html
http://udn.epicgames.com/Three/MotionBlurSoftEdge.html
http://udn.epicgames.com/Three/MotionBlurSkinning.html
http://udn.epicgames.com/Three/UE3MinSpecs.html
http://udn.epicgames.com/Three/FlipbookTextures.html
http://udn.epicgames.com/Three/UDKCommunityLinks.html
http://udn.epicgames.com/Three/MaterialExamples.html
http://udn.epicgames.com/Three/UsingBspBrushes.html
http://udn.epicgames.com/Three/StringsInUnrealScript.html
http://udn.epicgames.com/Three/AudioSystem.html
http://udn.epicgames.com/Three/PlayInEditor.html
http://udn.epicgames.com/Three/MaterialsCompendium.html
http://udn.epicgames.com/Three/UnrealFrontend.html
http://udn.epicgames.com/Three/ReferencedAssetsBrowserReference.html
http://udn.epicgames.com/Three/DevelopmentKitProgramming.html
http://udn.epicgames.com/Three/PostProcessMaterials.html
http://udn.epicgames.com/Three/UnrealEdUserGuide.html
http://udn.epicgames.com/Three/KismetExamples.html
http://udn.epicgames.com/Three/DevelopmentKitFAQ.html
http://udn.epicgames.com/Three/Scaleform.html
http://udn.epicgames.com/Three/SceneManagerReference.html
http://udn.epicgames.com/Three/TextureDefinedSpecularReflection.html
http://udn.epicgames.com/Three/TranslucentHairSorting.html
http://udn.epicgames.com/Three/PostProcessEditorUserGuide.html
http://udn.epicgames.com/Three/StaticMeshEditorUserGuide.html
http://udn.epicgames.com/Three/SoundCueEditorUserGuide.html
http://udn.epicgames.com/Three/ViewModes.html
http://udn.epicgames.com/Three/UDKLevelCreationHome.html
http://udn.epicgames.com/Three/UDKContentCreationHome.html
http://udn.epicgames.com/Three/WebHome.html
http://udn.epicgames.com/Three/PhATUserGuide.html
http://udn.epicgames.com/Three/AnimTreeEditorUserGuide.html
http://udn.epicgames.com/Three/MaterialInstanceEditorUserGuide.html
http://udn.epicgames.com/Three/CurveEditorUserGuide.html
http://udn.epicgames.com/Three/AnimSetEditorUserGuide.html
http://udn.epicgames.com/Three/VehiclesTechnicalGuide.html
http://udn.epicgames.com/Three/WeaponsTechnicalGuide.html
http://udn.epicgames.com/Three/SiteMap.html
http://udn.epicgames.com/Three/ContentBlog.html
http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html
http://udn.epicgames.com/Three/UT3Servers.html
http://udn.epicgames.com/Three/DevelopmentKitUFE.html
http://udn.epicgames.com/Three/KismetReference.html
http://udn.epicgames.com/Three/MatineeUserGuide.html
http://udn.epicgames.com/Three/UnGlossary.html

Community Links

UDK Forums: www.udk.com/forums
UDK Developers on LinkedIn: www.linkedin.com/groups?gid=2493123
UDK on Facebook: www.facebook.com/pages/UDK/183744733429
Epic Games on Twitter: www.twitter.com/EpicGames

Source: http://www.epicgames.com/news/epic-games-releases-october-2010-unreal-development-kit-beta

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'Super Meat Boy' is a bloody good time

Indie video game "Super Meat Boy" ? a game in which you play a cube of meat who must defeat an evil fetus ? is unapologetically difficult, immensely bloody and a laugh-out-loud good time.Indie video game "Super Meat Boy" ? a game in which you play a cube of meat who must defeat an evil fetus ? is unapologetically difficult, immensely bloody and a laugh-out-loud good time.




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Source: http://technolog.msnbc.msn.com/_news/2010/10/25/5350385-super-meat-boy-is-a-bloody-good-time

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