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<title>| GameBump |</title>
<link>http://www.gamebump.com</link>
<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Space Ace To Release for Blu-Ray, HD DVD</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/space_ace_to_release_for_bluray_hddvd</link>
<guid>http://www.gamebump.com/go/space_ace_to_release_for_bluray_hddvd</guid>
<comments>http://www.gamebump.com/go/space_ace_to_release_for_bluray_hddvd#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/5gmgs4ymkf5y7eosar3fp2zh.jpg" alt="" alignment="" border="0"></p><a href="http://www.digitalleisure.com">Digital Leisure</a>, a company that makes casual DVD-player games, has announced the upcoming release of <span style="font-style: italic;">Space Ace</span> on Blu-Ray and HD DVD formats on April 8th. Similar to <span style="font-style: italic;">Dragon's Lair, Space Ace</span> is a sort of interactive movie. Fully animated (hand-drawn animated lead by Don Bluth, of <span style="font-style: italic;">An American Tail</span> and <span style="font-style: italic;">The Land Before Time</span> fame) sequences are controlled by the player/viewer at certain junctures in the story, sort of like those "chose your fate" novels of yesteryear, except they're movies, or games.<br><br>The gamemovie...moviegame will have special features shot in 1080i, with an exclusive "Head 2 Head" online multiplayer type thing on compatible HD DVD players.<br><br><span style="font-style: italic;">Thanks for sending in the tip, Robert!</span><br>]]></description>
<pubDate>Tue, 05 Feb 2008 13:12:20 -0600</pubDate>
</item><item>
<title>EA Pushing For Free, Ad-Supported Games. Announces Battlefield Heroes</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/ea_pushing_for_free_adsupported_games_announces_battlefield_heroes</link>
<guid>http://www.gamebump.com/go/ea_pushing_for_free_adsupported_games_announces_battlefield_heroes</guid>
<comments>http://www.gamebump.com/go/ea_pushing_for_free_adsupported_games_announces_battlefield_heroes#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/602rot15iohmgeddbkeo8b1w.jpg" alt="" alignment="" border="0"></p>In Asian gaming markets like Korea and, to a lesser extent, Japan, there is an entirely distinct business model for video game releasing that's never been tried here in the US at any broad scale or with any success: free games, supported by ads and micro-transactions.<br><br>Certain games, like EA's FIFA and a few titles from NC Soft are released for free to download in Korea but give players the option to purchase in-game objects and upgrades. EA's FIFA, for instance, lets you pay a few bucks for customized jersies as well as limited upgrades to a player's stats. Most people just play with what they can get for free, but enough people buy the extras that, combined with revenue from ads placed inside the games (be it actually within gameplay itself or just ads that appear within the interface) for the game to turn a profit.<br><br>EA's new chief executive, John Riccitiello, and Gerhard Florin, EA's executive vice president, aim to bring that model to the US starting with a brand new game just announced: <span style="font-weight: bold;">Battlefield Heroes</span>.<br><br>Not to be confused with <span style="font-style: italic;">Medal of Honor: Heroes, Company of Heroes, Bionacle Heroes, Sonic Heroes, City of Heroes, Heroes of the Pacific, Heroes of Might and Magic,</span> or the TV show <span style="font-style: italic;">Heroes</span>, Battlefield Heroes is a "dumbed-down", cartooned-up entry to the Battlefield franchise aimed at slightly more casual gamers.<br><br>The existing Battlefield games are fairly deep; you have to be pretty good or youll die pretty quick, Gerhard Florin<a href="http://www.nytimes.com/2008/01/21/technology/21game.html?_r=2&amp;ref=technology&amp;oref=login&amp;oref=slogin"> told the New York Times</a>. Now weve toned down the difficulty, shortened each game session to 10 or 15 minutes and made the visual style more cartoony.<br><br>He says that if this is a success, other EA library titles could be given the ad-supported treatment. Worth noting is that these are only PC titles we're talking about here, there's been no mention of applying this model to the console realm.<br><br>Here's to goofing off at work and not having to pay for it.<br>]]></description>
<pubDate>Mon, 21 Jan 2008 14:03:59 -0600</pubDate>
</item><item>
<title>Video Game Training DS Announced by Namco Bandai</title>
<author>Akshay Masand</author>
<link>http://www.gamebump.com/go/videogame_training_ds__announced_by_namco_bandai</link>
<guid>http://www.gamebump.com/go/videogame_training_ds__announced_by_namco_bandai</guid>
<comments>http://www.gamebump.com/go/videogame_training_ds__announced_by_namco_bandai#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/namco.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Are you interested in improving your video game skills? You might be in luck if you have DS. Namco Bandai announced a new game that supposedly trains you to play video games which improves your gamer skills such as reflexes and memorization. <span style="font-weight: bold;">Video Game Training DS</span> is a collection of mini-games based on Namco's classic games which include Galaga, Xevious, and Mappy. The new DS game reportedly has over 500 mini-games based which are based on over 30 different titles developed by Namco.<br><br>How much will this actually help your skills? Will it be fun? We'll find out in time. The game is will be released in Japan on March 20, 2008. No announcement for release in the United States as of yet.<br>]]></description>
<pubDate>Wed, 12 Dec 2007 15:40:09 -0600</pubDate>
</item><item>
<title>Now You're Playing With Peggles</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/now_youre_playing_with_peggles</link>
<guid>http://www.gamebump.com/go/now_youre_playing_with_peggles</guid>
<comments>http://www.gamebump.com/go/now_youre_playing_with_peggles#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/6odmyaxfkv42yy156dh6bz9s.jpg" alt="" alignment="" border="0"></p>This might not be news to everybody, but it's news to me: you can download a free 10-level demo of Peggle Deluxe via Steam.<br><br>This version of the crazy-addictive PopCap game features several Half Life 2 elements and backgrounds and also includes many puzzles that make use of portals just like in Portal. Fun times.<br>]]></description>
<pubDate>Mon, 26 Nov 2007 20:47:30 -0600</pubDate>
</item><item>
<title>Could Western Game Studios Crush Japan's?</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/could_western_game_studios_crush_japans</link>
<guid>http://www.gamebump.com/go/could_western_game_studios_crush_japans</guid>
<comments>http://www.gamebump.com/go/could_western_game_studios_crush_japans#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/lp.jpg" align="right" style="margin: 10px; border: 1px solid black;" />If you've been playing <span style="font-weight: bold;">Lost Planet: Extreme Condition</span> on the Xbox 360 and have been wondering why it just feels a little... different from recent games like Gears of War or Halo, that's because it was made in Japan, silly.<br><br>The game's Japanese feel comes from its use of some design elements that the Western market has all but abandoned, things like clear-cut missions with a mostly-pointless "mission briefing" screen between each; and a boss battle at the end of every level, where the boss has a clearly-identifiable weakness. Even the somewhat-clunky control scheme is a carryover of the Japanese design industry. <br><br>Everything else, the gigantic levels and sweeping cinematic visuals, are all inspired by recent Western games. It is very rare these days for a Japanese action game to be designed with a Western and Asian market in mind.<br><br>Jun Takeuchi, the game's producer, says that if Japanese companies aren't careful, they could be overrun by Western studios. Currently, Western companies design for Western audiences and Japanese studios design for Japan; but if Western studios started aiming at Japan, they might be able to take over the market without a fight.<br><br>This seems to conflict with the fact that RPG games are freaking HUGE in Japan and only partially accepted in the states. I find it hard to believe that any Western studio could infiltrate the diluted Japanese RPG market.<br>]]></description>
<pubDate>Wed, 31 Jan 2007 19:46:51 -0600</pubDate>
</item><item>
<title>David Jaffe Keeps It Realz</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/david_jaffe_keeps_it_realz</link>
<guid>http://www.gamebump.com/go/david_jaffe_keeps_it_realz</guid>
<comments>http://www.gamebump.com/go/david_jaffe_keeps_it_realz#</comments>
<description><![CDATA[<p>At any media event where the press are allowed to interview game developers or executives (pretty much anybody but the booth babes) there will always be a marketing rep from his company standing right over his shoulder the whole time. This is a rule, and something we have to agree to, but it can get a bit tedious at times. It's like trying to talk to a girl at a bar when her parents and pastor are standing there making sure you stay on subject.</p>
<p>
In the video below, someone from GameTrailers is interviewing David Jaffe, and Jaffe seems pretty annoyed by the Sony marketing rep standing there and by the <i>very</i> annoying line of questions. </p>
<p>
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/B8dl8rFB4Vw"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/B8dl8rFB4Vw" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>
<p>
The interviewer keeps trying to get Jaffe to "spill the beans" about God of War 3 when God of War 2 wont be on shelves for another 3 months. The game hasn't been approved for production yet, so it isn't as if David Jaffe is going to be able to say anything at all. All he wants to do is talk about God of War 2 (the game he just spent a year or so working on), and gaming journalists are trying to get the big scoop by having a developer talk about a game that hasn't been developed.</p>
<p>
Jaffe handles it pretty well, considering. He dismisses the marketing bullshank being issued by his shoulder-perched marketing fairy and somewhere in there even acknowledges that his fighting system isn't as good as Devil May Cry (though I'd argue with anybody about that).</p>
<p>
Imagine how much better things would be if gaming reporters weren't all trying to get some imaginary scoop and developers didn't have to be protected from that by marketing firewalls.</p>
]]></description>
<pubDate>Mon, 04 Dec 2006 13:36:24 -0600</pubDate>
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<title>GH Editorial: Phantom: Rewound</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_phantom_rewound</link>
<guid>http://www.gamebump.com/go/gh_editorial_phantom_rewound</guid>
<comments>http://www.gamebump.com/go/gh_editorial_phantom_rewound#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p><em>Note: This article was originally posted in two weekly
installments during the weeks of September 19th and 27th 2004. For
archival's sake, both parts are being reprinted here. All mentions of
dates (past and present) should be considered relative to the time in
which they were written.</em><br>

</p><p>Since January of 2003, when we first <a href="http://news.gaminghorizon.com/media/1043169473.html" class="style3">announced</a>

that industry newcomer Infinium Labs intended to make a new game
system, there has been an endless debate as to the systems validity
and the companys legitimacy. It seems like every time we lose interest
in the controversial Phantom, Infinium lands themselves in the media
spotlight for some fantastic claim or some PR fiasco. Just recently,
the companys financial security has been brought into question, and
Im beginning to wonder if all the fanatics whove been calling the
Phantom vaporware for two years might be right on the money. </p><p></p><p class="style4">Rough Beginnings                           
                          
                            
                              <span class="style7"><br></span>                              
                            
                          
                          </p><p>

The Phantom started off on a bad foot. Infinium Labs issued a press
release stating that they will soon release a revolutionary gaming
platform. The end. What were the system specs? What media format will
the system use? What third-party developers were lining up? Who is
Infinium Labs? None of these questions were answered and fans threw a
fit. You cant just come from nowhere, say youre going to put a game
system on the shelf, and disappear for five months. Not in this era. </p><p class="style4">Questions Arising                            
                            </p>In August of 2003, Tycho from the popular gaming web comic <a target="_blank" href="http://www.penny-arcade.com/news.php3?date=2003-08-22" class="style3">Penny-Arcade</a> posted this email hed received from a friend from hardware site <a target="_blank" href="http://www.hardocp.com/" class="style3">HardOCP</a>:                            
							<p class="style1"><em>We
had a reader go by Infinium Labs and take pictures of their "facility"
( that's when we found out it was a strip mall in the Florida Keys )
only to find out it was a single desk in a 100 x 100ft room with two
phones and no furniture. That was about 4 months ago. </em>
						    </p><p class="style1"><em><p></p></em></p><em>I
talked to the Tim Roberts guy on the phone when he returned my call (
22 days after I left a message ) and when I asked him about all
this...he HUNG UP ON ME. I asked him if he was looking for investors,
he said "We are actively recruiting investors". I asked him if they had
any consoles on hand, he said "We have several hundred prototype models
here in the office". So then I asked him where the prototypes were
made, he said "right here in our facility". Then I told him I had seen
his 100ft x 100ft office space conveniently located next to Missing
Link Art Gallery in the strip mall ( located at 5380 Gulf of Mexico Dr.
Longboat Key, Fl 34228 ) and he went NUTS!!! "WHO THE F[***] IS
THIS!?!?! BLAH BLAH I'LL SUE YOU". </em>
<p></p><p>This made many people question whether Infinium was in fact a real
company or just a front, perhaps a scam to fraud investors into handing
over gobs of money.
</p><p>The HardOCP writers took it upon themselves to further investigate
Infinium and its CEO, Timothy M. Roberts. In September of 2003, HardOCP
published this soon-to-become famous article:

</p><p align="center"><a target="_blank" href="http://www.hardocp.com/article.html?art=NTEy" class="style4">Behind the Phantom Gaming Console</a>
</p><p>This article is very well done, and shows that Tim Roberts resume
lists eight separate CEO positions in a span of eight years. One
company is owned by his mother, and was located in a different state
than where Roberts was living at the time. Several companies Roberts
listed on his resume had gone bankrupt, one within a year of its
beginning.</p><p>This article fanned the flames of Infinium Labs detractors. 

</p><p class="style4">Legal Mumbo Jumbo 
</p><p>HardOCPs hard-hitting exposé drew an incredible amount of
attention, including that of Infinium Labs itself. Five months later,
on February 19, 2004, Kyle Bennett, editor-in-chief of HardOCP received
a cease and desist letter (excerpt follows) from an international law
firm, Morrison and Foerster LLP (<a target="_blank" href="http://www.mofo.com/" class="style3">www.mofo.com</a>  go figure):
</p><p class="style1"><em>We hereby demand that you immediately remove
the Article and Infinium's proprietary images and marks from your
website and the Internet, print a retraction of the Article, and cease
and desist from disparaging Infinium Labs and its principals in any
way, including, but not limited to, making distorted and misleading
statements about them or repeating distorted and misleading statements
made by others. Your activities may provide sufficient grounds for
Infinium and Mr. Roberts to assert a number of business tort and other
claims against you, including, without limitations, trade disparagement
and trade libel, trademark infringement, tortious interference, and
unfair business practices. Furthermore, your statements and use of
Infinium's proprietary images were obviously published with the intent
to tarnish Infinium's image and dilute the value of its name. Such
conduct is actionable under federal law, Section 43(c) of the Lanham
Act, 15 U.S.C. | 1125(c), and various state laws.
</em>
</p><p class="style1">
<span class="style1"><em>After you have taken down the Article and
printed a retraction, Infinium would once again welcome an opportunity
to participate in a call or in-person meeting with you to provide you
and your writers with accurate and complete information about the
company, its products and its management. We encourage you to pursue
the truth, but in the alternative, Infinium is preparing to commence
formal legal action against you within ten days of this letter to halt
your continued publication of false and misleading information that is
causing ongoing financial harm to Infinium. </em><p></p></span></p><p>A week later, Bennett filed his own lawsuit. Detailed in this <a target="_blank" href="http://www.gamespot.com/news/2004/03/03/news_6090525.html" class="style3">article at GameSpo</a>t,
the lawsuit was whats commonly known as a "Declaratory Judgment Act,"
which allows a person being threatened with legal action to force the
issue to be decided, instead of it being a back-and-forth game of My
lawyers are more expensive than your lawyers!
							</p><p>Attacking
the gaming media is not a smart move for a company trying to prove
itself as a gaming company. Infinium Labs thought they could outwit a
little news website and make the derogatory article go away by paying a
law firm to put some big words on a piece of paper, but in turn they
branded themselves as having something to hide.
							</p><p class="style4">Shouting Sweet Nothings In Our Ears 
							</p><p>Infinium
Labs had still told us nothing about their game system. In March, 2003
they launched the first version of their website (<a target="_blank" href="http://www.phantom.net/" class="style3">http://www.phantom.net</a>) and a brief <a target="_blank" href="http://www.2advanced.com/popup/popup_phantom.htm" class="style3">video</a> about the phantom. Neither were very informative at all, but they were both made by <a target="_blank" href="http://www.2advanced.com/popup/popup_phantom.htm" class="style3">2advanced studios</a>,
one of the best (and most expensive) design studios on the planet. The
site and video might not have told us anything specifically, but it did
tell us that Infinium seemed to have more than plenty of money to throw
around.

							</p><p>For months, Infinium Labs stayed under the
radar. It would be months before we heard a thing from or about
Infinium Labs or their Phantom, and by that point we had all but
abandoned hope for the fledgling company. Its no secret that dreams
are broken or fulfilled at the Electronic Entertainment Expo, but would
the Phantom be able to revive itself after a year-long hiatus with a
flashy booth and girls in skimpy clothes? <em></em>  </p><p></p><p><em>Note:
The contents of this page were originally printed one week after the
contents of the previous page (September 27th, 2004). All mentions of
dates should be considered relative to the time they were written.</em>
</p><p class="style9">A Foreword
                          </p><p>The
saga continues. Its getting harder and harder for me to write opinion
pieces regarding Infinium because, as soon as I have an outline laid
out, Infinium Labs is back in the limelight for some fantastical new
claim or media blunder. The past is unchanging, which is why History
teachers will always have a job. Since its cursed beginning, the
Phantom has always been taking flak from gamers, so there isnt much I
could accomplish by venting how I feel about this or that aspect of
Infinium Labs or their hardware. Rather, it is my hope that I can help
out the uninitiated by unloading what I know about the topic. 

</p><p>Since my somewhat-famous <a href="http://news.gaminghorizon.com/media/1084337568.html" class="style8">pictures</a>
hit the net, Ive become the sort of informal Senior Phantom
Correspondent here at Gaming Horizon, and as the holder of such a
daunting title I feel it would be the most prudent use of my position
and experience to chronicle these events. I do not mean to blatantly
insult Infinium Labs by any of this (and Im not just saying that
because a lawyer told me to), I think only time can tell how the
Phantom will be received. 
</p><p>Im doing this so that the Phantom-bashers will know what theyre
bashing for. Im doing this because victories are oft forgotten, but
mistakes live on. Im doing this because if I dont, somebody more
popular than I am will do it, leaving me with nothing to do but write
pithy opinion pieces. 
</p><p class="style9">Shake Them Maracas!
                       
</p><p>In early 2004, a few weeks before the gaming news orgy we all call
E3 was scheduled to take place, we received word that Infinium Labs
would have some sort of presence at the expo. Jokes were made by all,
but I personally was interested to see how they played their cards. We
had yet to see an actual, physical Phantom. At that point, all we had
to go on was a few CGI rendered prototypes that (to me) looked like
really angry alarm clocks. 
                          </p><p>The
night before E3, there was a small press-only event put on by a
marketing company called Pepcom. The event was eFocus, a Cinco de Mayo
themed expo where hardware companies that would be showing at E3 the
next day were allowed a table and a tablecloth with which to amaze the
media (no billion-dollar booths). It was a nice little event, companies
like nVidia and Benq Electronics (that would have obviously have been
eclipsed by game studios fanfare at E3) had the opportunity to have a
one-on-one with the press. There were tacos, there were margaritas,
there were Hey, is that the Phantom?!</p><p>I had probably walked by them twice before I
noticed Infinium Labs  printed on a white placard taped to a table in
the back corner. My heart fluttered as I looked up to the tabletop.
This is the Phantom? someone next to me said. Sure is, said the man
behind the table, beaming like Miss America. Where is it, I thought,
behind the family-size George Forman Grill?

  </p><p>I must have been dreaming. Im looking at the System that
well never see? Well, I guess this is the kind of thing that happens
when youre a game journalist: history is made. I was having to fight

with a few people to get a good look at the system, and to take some
pictures. When I got my hands on the keyboard and mouse thingy, I tried
my best to break the interface. The guy said that the interface/GUI
would be totally customizable with themes. Really? Thats nice, but can
it play games? 
</p><p>I was told that, because they were unable to get a broadband line,
they couldnt download any games onto the system and therefore couldnt
play any. I scratched my chin, turned my head 90 degrees to the left
and looked ten feet away at the Voodoo PC table where they had two
computers with broadband. 
</p><p>Ok, well thats 31 flavors of suspicious. Can I at least get a press kit? Nope, ran out. 
</p><p>Things were looking up already. 

</p><p class="style9">Take One Part Bright, Add One Part Shiny

</p><p>The next day I woke up and was delivered by bus to my first E3.
It took several hours for the shellshock to wear thin enough for me to
pay any attention to what was going on. On my quest for more free
t-shirts I stumbled across Infiniums booth. Well, I cant say I
stumbled upon it  the thing was a monster.
</p><p align="center">  
</p><p>Inside the silv<span class="style11">e</span>r walls were a half
dozen living room setups, each with a 40 inch Plasma TV screen and a
big honkin surround sound system, which seems like a more logical
setup than a bunch of arcade cabinets with Phantoms locked behind
Plexiglas. Stationed at each of these was a spokesperson armed with a
microphone, demonstrating the specifics of the system. People were
piling around in droves, trying to see with their own eyes That Which
Shall Not Be Seen.
</p><p>Whether the eFocus broadband was a lie or not, they definitely
had connections at E3. Each of the systems running had Unreal
Tournament 2004 playable, and a few cheap spelling and puzzle games
youd get for free in a box of Trix.
</p><p>Probably the most surprising thing to come out of E3 was the
announcement of the Phantom Gaming Service. Apparently, Infiniums
claims to revolutionize the industry were speaking of the system
wherein you can pay something like $29.99 a month to be able to
download as many games as you want, you even get the actual console for
free if you sign up for a two year contract. If youre not hip to
monthly payments, you can just outright buy the console and pay for
each game individually.
</p><p>Infiniums booth generated a phenomenal buzz. It wasnt that
the Phantom was amazing, it was that it was real. It was like seeing
Duke Nukem Forever on a store shelf, something that by all rights was
not expected to happen.</p><p>Obviously, their booth cost a fortune. For a company with no product, Infinium Labs was certainly waving around its wallet.
</p><p>
</p><p></p><p><span class="style9">Maddening Silence</span>
</p><p>
Nothing, and I do mean nothing happened. Infinium had gotten pretty
good at their drive-by announcements, and for months after 2004s E3
there was nary a peep from the company.
</p><p>
</p><p>This industry lives and dies by screenshots and demo videos. Other
than UT2004, we had no idea what games would be available on the
Phantom. Infinium hadnt even released the developers or publishers
they were working with.
</p><p>Its stuff like this that make us question the legitimacy of a
product. Had I not touched one with my own fingers, I would have been
right on board with the Its fake! crowd.</p><p class="style9">Infinium Watchdogs
</p><p>In the months following E3, with questions on everybodys lips, some groups took it upon themselves to find the truth.
</p><p><a target="_blank" href="http://www.whereisphantom.com/" class="style8">Where Is Phantom?</a>

opened their virtual doors and became the roadmap for Infiniums
potholes. Ex-Infinium employees and overall naysayers flooded the
forums, anxious to dish out the latest rumor they heard at a
watercooler. WIP? is still one of the best resources for Phantom news,
in fact they were the first with details regarding the outcome of the
HardOCP vs. Infinium Labs suit.
						    </p><p class="style9">Broken Piggybanks
</p><p>September 8th, 2004 I <a href="http://news.gaminghorizon.com/media/1094655686.html" class="style8">reported here</a> that, according to the quarterly financial report filed with the SEC (available in its entirety at <a target="_blank" href="http://biz.yahoo.com/e/040823/iflb.ob10qsb.html" class="style8">Yahoo! Finance</a>), Infinium Labs needed almost 70 times the amount of money they had then.
</p><p>Here is their reporting of their projected costs for 2004:
    
According to this, they need just under $70 million to stay alive
through December. As of that filing, the company had a little over
$134,000 to their name. What happened to the almost $10 million they
earned earlier in the year? Did Infinium blow all of their money on E3 and other hype?
  
</p><p class="style9">Legal Mumbo Jumbo Strikes Back

</p><p>No months of silence here. Just nine days later, Where Is Phantom?
reported the verdict in the lawsuit between allegedly slanderous
hardware review website HardOCP and the allegedly
doomed-from-the-beginning Infinium Labs.
</p><p>As I summarized <a href="http://news.gaminghorizon.com/media/1095404745.html" class="style8">here</a>,
the Judge ruled that Infinium Labs must surrender a whole slew of
financial documents before September 30th, 2004, including the
identities of all company investors (something that had been a
controversial secret), and the personal income taxes filed by Timothy
Roberts, CEO of Infinium. It seems like the Judge was just as curious
as to the sources of Infiniums money as HardOCP was.
</p><p>And to think, if Infinium Labs had just taken the bit of criticism
and not thrown themselves in a legal battle, they would never have to
reveal anything.
</p><p>Im anxiously awaiting the 30th. 
</p><p class="style9">Thus Concludes Our Broadcast Day
</p><p>Everything thats happened since then happened after the first part
of this series went live, so you should have already read it. 
</p><p>Is it coming? Stop asking me. I think all the mystery surrounding
the company has been mostly in regard to Infiniums fishy finances.
When reports come in as to the content of the documents turned over to
the court, it may be possible to determine whether or not to expect to
see a Phantom sitting next to your television anytime soon. 
</p><p>

I hate to point out the bleeding obvious, but it is called the phantom after all. 
</p><p>
Ok, that was tacky.</p>]]></description>
<pubDate>Tue, 01 Mar 2005 16:45:00 -0600</pubDate>
</item><item>
<title>GH Editorial: God Mode</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_god_mode</link>
<guid>http://www.gamebump.com/go/gh_editorial_god_mode</guid>
<comments>http://www.gamebump.com/go/gh_editorial_god_mode#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/mario3.jpg" align="right" style="margin: 10px; border: 1px solid black;" /><p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
Remember the first time you played Mario? The first time you picked up a Power Star? The music revved up, Mario started flashing, running faster, and stomping enemies like june bugs. Can you remember that feeling, to completely break from the boundaries of physics and for once be afraid of no red turtles or fireball-spewing plants? Thats what I call a high-point in gaming; a Gaming High: complete immersion and disregard of the constraints were all so used to. <br><br>At the core thats what we want out of gaming, to be completely invincible and all-powerful. Game designers have long misunderstood that a compelling game is a challenging one, and that is essentially true. Obstacles and puzzle-solving are great ways to make a challenging game that people will enjoy coming back to, but too often games attempt to be challenging by just being frustrating. <br><p></p><br>The whole health system in games has always been vexing. Mario made it simple by introducing a basic two-step health system, but the concept itself is still rather arbitrary and convoluted. Later, games have almost unilaterally adapted a percentage or bar system of measuring character health in order to supply a level of realism to gameplay. I dont see the realism in a person being 99% dead and still able to hop from platforms and engage in armed combat (or even being 99% dead at all), but your character has to be able to die doesnt he?<br><br>Because videogaming was invented for arcades, the goal was always to keep people dropping quarters in the machines. They did this by using time limits, death, or a combination of both as a form of penalties to force the player to fish another 25¢ from his pocket. It was eventually realized that time limits are cheap and transparent, so it became ultimately about getting as far as possible without dying  or pay the price.<br><br>But for home gaming, what is the purpose? If I plop down fifty bucks to play a game, should I be subject to the sneaky confines created to suck tokens from twitchy consumers? <br><br>I dont mean to say that I dont like player health and death in games, I just think they are too often abused. If you want your game to be realistic, make it so the players health affects more than how carefully you avoid bad guys. Games like <em>Metal Gear Solid: Snake Eater</em> get the idea right by integrating the health system so deeply in the game that you have to address every bullet wound with a knife, antiseptic, styptic, and bandage; as well as making it so that if youre an inch away from death, youre mostly worthless.<br><br>One of the worst examples of arcade-crossover problems is the still-lingering system of having continues. Continues and credits were developed for the sole purpose of making you pay more money to keep playing an arcade game, so what point is there for me to be unable to complete a game at home after using up all my issued continues when, if I were at an arcade, I could keep going if I just had one more quarter? <br><br>Gamers want freedom. They want to be in control of the game, thats why there are cheat codes and Game Sharks. Can anyone tell me why every single Superman game to date has included a health bar? Does Superman lose 10% of his health from getting punched by a street thug? No, hes freakin Superman! <br><br>Alas, every developer behind Superman games has taken the lazy route and added a superfluous health system just to make the game difficult. If Im paying money for a game with Superman on the cover, I expect to be Superman, and I expect to be susceptible to nothing but glowing green rocks from a planet that exploded shortly after my birth.  A Superman game <em>could </em>be so good, representing the utter chaos of being the only person capable of stopping disasters in a world full of disastrous circumstances, or the hectic duality of maintaining a regular life as Clark Kent just to maintain his own sanity and to be able to afford those flashy blue tights. And for crying out loud, let me for once in my gaming career not give a rip if enemies are shooting at me. <br><br>Did I mention that Superman can fly? Next to invincibility, flight is one of the most attractive things in games. Was I the only person who booted up Mario 64 just to slip into a winged cap and fly all over the place for hours on end? If youre going to the trouble of making a Superman game (and <a target="_blank" href="http://news.gaminghorizon.com/media2/1107806040.119.html">they are</a>) make it so I can be standing inside a building, hold down a button and immediately plow through every floor of that building, hover above it, lift the building off its foundation, and hurl it into the sun. Superman can do it, why cant I?<br><br>How about, instead of punishing us for letting the Man of Steel get hurt, punish us for letting innocent people die? Why not adapt a system like in <em>Star Wars: Knights of the Old Republic</em> where Supes actions or inactions affect him psychologically? If he fails to save a woman from a burning building, it would eat him up inside, if he keeps making mistakes like that, he gets so distraught from his errors that he cant focus and it becomes difficult to fly or do anything. Use a Hero Meter and have it plummet every time you fail to protect someone, and have it increase when you do something right. No game-overs, just consequences. They should also take a cue from the latest Spider-Man game and allow you to continue playing after youve completed the story so that you can fly, smash things, and save people to your liking. <br><br>Developers need to stop adapting cheesy health systems just to make games difficult, and start focusing on the outdated gameplay mechanics infesting even the most recent of games. If you want to make a challenging game, give us puzzles, limit our ammo, or give us challenging enemies; otherwise, just let us have fun. <br><br>And dont get me started on backtracking.<br><br>
]]></description>
<pubDate>Fri, 11 Feb 2005 20:36:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Memory Lane - TMNT IV: Turtles in Time</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_memory_card_lane_issue_one</link>
<guid>http://www.gamebump.com/go/gh_editorial_memory_card_lane_issue_one</guid>
<comments>http://www.gamebump.com/go/gh_editorial_memory_card_lane_issue_one#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p><div style="text-align: right;">
Teenage Mutant Ninja Turtles IV: Turtles in Time <br>Pub: Konami<br>Dev: Konami<br>Gen: Action / Beat-em-up<br>Sys: SNES<br>Rel: 1992<br></div><p><br>The Ninja Turtles rock; theres no way around that. As a child of the 90s, I was reared into adulthood by four walking, talking turtles who all knew kung fu and were named after artists of the Italian Renaissance.<br><br>I had all the action figures; I had the realistic Technodrome with the trap door that led to a pit of acid and snakes; I had the Turtle Van with the side door that opened up to reveal a laser-gun turret; and boy-oh-boy did I have the Turtles. Samurai Turtles, Turtles with shells that you could store weapons in, Turtles that actually transformed into regular-looking turtles, and Turtles who would swing their arms with combat precision when you pressed a lever on their backs.<br><p></p><br>But what I remember most is the games. The Teenage Mutant Ninja Turtles arcade game was an instant classic; it is revered today as the introductory Beat-em-up game. Released on the NES as Teenage Mutant Ninja Turtles 2, the entire console series of TMNT games had etched its name into the annals of video game awesomeness. <br><br>However, no Turtles game, past or present, has matched the stunning perfection of the fourth console game: Teenage Mutant Ninja Turtles IV: Turtles in Time. <br><br>Making the leap from NES to SNES, Turtles in Time used much the same mechanic as the previous titles, yet refined it into the absolute pinnacle of beat-em-up greatness. <br><br>While technically a port from the arcade game Teenage Mutant Ninja Turtles: Turtles in Time, the SNES version featured an improved gameplay engine and a few new levels and boss battles. The graphics were fantastic, as close to cartoon-realism as had been seen. There was even an option to have the turtles all appear in the same shade of green (as in the cartoon) or in the varying shades as seen in the much darker comic book and movie; so even the hardcore fans were appeased.<br><br>Turtles in Time is just plain fun. Its gameplay is beautifully simple: pound on a bunch of bad guys on a screen until theyre all gone, go to new screen and repeat; but it featured some innovative strategy elements like allowing you to grab enemy Foot Soldiers and smack around others with them, or even toss them dramatically at the screen - one boss battle even requires that you do so. <br><br>This game really represents the excellence Konami was demonstrating throughout the 90s. The game itself was short enough that you could beat it in one sitting, but interesting enough and with enough difficulty-level integration that youll keep playing again and again. <br><br>Unfortunately, neither of Konamis recent attempts to bring the Ninja Turtles back into gaming have been up to par with the products of their heyday.  <br><br>You should be able to pick up a copy of this game from a used-game retailer like EBgames or Gamestop, or from eBay. Or you could find an emulation version online, at your own risk.<br><br>Best Moment: My toe! My toe!<br>If only there were 50 sequels to this.<br>Party game? Play it after watching the first two movies.<br>Reasonable facsimile: Unfortunately, decent beat-em-ups died with this game. The last few Ninja Turtles games arent worth it. </p>]]></description>
<pubDate>Sat, 05 Feb 2005 22:30:00 -0600</pubDate>
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