<![CDATA[Kotaku: Kuju]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Kuju]]> http://kotaku.com/tag/kuju http://kotaku.com/tag/kuju <![CDATA[ What Jet Grind Radio For Wii Might Have Looked Like ]]> Following yesterday's rumor on the return of Jet Grind Radio, said to be a Wii-bound release, we were tipped off to the work of Cory "Rey" Lewis who posted concept art from a "proposed" Jet Grind Radio title. While the post featuring the artwork — archived after the jump — was dated from March of 2008, Lewis lists the artwork for characters Beat, Gum, Tab and Professor K as dating back to 2006. He also lists the game's developer, making sense of a recent announcement.

According to the post, developer Kuju was the one pitching a new entry in the Jet Set Radio series. Kuju Entertainment actually comprises a number of studios, including Zoe Mode, Kuju America, and doublesix, among others.

Kuju London, which specializes in Wii development, recently changed its name to Headstrong Games, announcing that it had an unannounced Sega title in the works. The studio's previous work includes the Battalion Wars series for Nintendo.

Lewis wrote in March that "Unfortunately, the JGR pitch didn't take" but we haven't heard back from him on requests to clarify whether that meant this particular direction didn't take or that the project was scrapped or handed off to another developer.

]]>
Thu, 31 Jul 2008 20:40:47 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5031795&view=rss&microfeed=true
<![CDATA[ Another Kuju Renamed - Headstrong Games ]]> While I love the name Kuju and don't see any reason to go about changing it, the folks at Kuju continue the relentless rebranding of their studios that began with Kuju Brighton becoming Zoe Mode and continued with Kuju Sheffield becoming Chemistry. Now Kuju London, developers of the Battalion Wars series for Nintendo, will be henceforth known as Headstrong Games.
Ian Baverstock, CEO for Kuju Entertainment, said, “Headstrong is the final ‘piece in the puzzle’ for Kuju’s offering in the UK. As action specialists they complement the other studios that have already rebranded and together offer publishers a full service solution to their development needs. ”

The development studio is expected to stay busy-busy through the rebranding, working on several projects, including an unannounced game for Sega. Teases.

Kuju London renamed Headstrong.

Headstrong launched today as the rebranded London studio of the Kuju Entertainment network. The central London developer has already enjoyed huge success with Nintendo's Battalion Wars™ and Battalion Wars™ 2 and continues to focus on what it does best; great Character Action titles. Headstrong offers publishers a specialist service on the Wii™ and occupies an exclusive position in the market due to a wealth of experience gained by working on Nintendo titles.

Studio Head, Bradley Crooks, commented, “We have the ideal opportunity to build on a solid foundation at Headstrong and we have some great projects in development. The studio has a real advantage on the Wii due to our experience with both single-player and multi-player development and we can get projects up and running quickly with our mature technology and tools”.

The studio is expecting a busy schedule over the coming months with discussions on a number of projects. Headstrong has a flexible approach to new opportunities and is happy to work with publishers on licensed products, existing IP or to develop new ideas.

Ian Baverstock, CEO for Kuju Entertainment, said, “Headstrong is the final ‘piece in the puzzle’ for Kuju’s offering in the UK. As action specialists they complement the other studios that have already rebranded and together offer publishers a full service solution to their development needs. ”

Headstrong is located in the Bankside area of London, near the Tate Modern, and is working on a soon to be announced title with SEGA® and a number of other projects.

]]>
Tue, 29 Jul 2008 11:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5030524&view=rss&microfeed=true
<![CDATA[ Kuju Comes To America ]]> kujuamerica.jpgOne of Europe's leading independent game development companies is making the move to the U.S., as Kuju Entertainment announces the opening of Kuju America, they're first studio outside of the UK. The website for the new studio features a British flag emblazoned United States, coupled with the exclamation (warning?), "The Brits Are Coming!" The studio is located in beautiful San Francisco, convenient to a large pool of development talent as well as Kotaku weekend editor Flynn DeMarco.
Jonathan Newth, Corporate Development Officer of Kuju Entertainment, commented "The US, and San Francisco in particular, is a natural choice for our first non-UK studio. It's a hotbed of development talent, home to many leading publishers and some of the leading US games press.
Ah, so they've heard of Flynn! Excellent! Kuju America is already hard at work on their first title, which I'm sure they'll tell Flynn all about when they're ready.

Kuju America [Official Website]

]]>
Wed, 30 Jan 2008 08:20:40 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=350539&view=rss&microfeed=true
<![CDATA[ Frankenreview, Geometry Wars: Galaxies (DS) ]]> With the lackluster releases this week, and considering the reviewers were a bit behind on this title, I figured, what the hell, let's do a Franken on Geometry Wars: Galaxies for the NIntendo DS. The promise of a pocketable version of one of the most addictive arcade titles in recent history alone would have been great. But since Galaxies DS provides a whole universe (OK, maybe just several galaxies worth) of entertainment, we have high expectations for this little portable.

So how was it? Hit the jump for our Frankenreview and find out: 5 muffin tops ready for ingestion.

graphwars.jpgIGN
You'll notice some slowdown issues when things get hectic, and the techno audio and sound effects often fight, having audio levels not always equalized as we'd like them...[but] the colors are still bright, however, and these remain to be some of the best particle effects we've seen on Nintendo's handheld, so while DS is the smallest piece of technology Geometry Wars has ever existed on, it still hold on to the spirit of the game very well.

OBS2%20copy—screenshot_large-1.jpgGameDaily
You move your ship with the D-pad while touching parts of the screen to direct your line of fire. You can also use the face buttons for directional fire, if you prefer a more "old-school" method of play, ala Robotron 2084. The shoulder buttons activate whatever bombs you may need — and you'll definitely need them. Messing around with both the D-pad and the touch-screen takes getting used to, but it's a surprisingly functional control scheme.

Gamespy
Called "geoms," Galaxies' widgets are the game's most interesting gameplay shift...Anytime you kill an enemy with your gun, or your drone kills an enemy, the enemy drops a small yellow geom. Geom gathering forces rethinks of classical circle-strafe Geometry Wars tactics. Various stages filled with walls, mazes and other strangeness will also force you to rethink your routes, but the geoms demand that you actually go, and go quickly, right where you've cleared some enemies

OBS2%20copy—screenshot_large.jpgGamesRadar
Fans will notice a significant drop in the amount of cursing and angry restarts that follow deaths. After you die, extra Geoms to unlock new levels or Drones are waiting for you in the menu, and leveling up your collection of Drones or testing your skills in some of the more challenging levels breaks through the monotony of its predecessors one-level grind.

Gamer 2.0
Geometry Wars: Galaxies is the definition of portable fun. Are the graphics great? No. Is the sound revolutionary? Probably not. Does the game make use of online play? No to that as well. But the bottom line here is that it gets the job done and it does what handheld games are essentially supposed to do.

Anyone pick it up yet? What do you think?

]]>
Thu, 06 Dec 2007 12:00:28 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=330574&view=rss&microfeed=true
<![CDATA[ Kuju Launches Digi-Download Studio ]]> doublesix.jpgUK dev Kuju takes aim at another segment of the gaming industry and a new studio opens. Their new Double Six studio will be dedicated to developing addictive games for Xbox Live Arcade, the PlayStation Network, WiiWare, and PC. The studio is made up of developers from Geometry Wars Galaxies for the Wii and DS as well as Nucleus for PSN, overseen by the new studio head, James Brooksby.
"We want to become the best, the go-to place, the studio that is known for carving out our own part of the industry. Double Six is going to be the place to go for the absolutely best games on digital platforms"
Speaking to GamesIndustry.biz, Brooksby then goes on to explain that they will be creating games that are sometimes arcadey, sometimes casual, and sometimes quite complex. It's really all over the place. Head over there and read their article...it helps if you imagine him speaking like a breathlessly over-excited kid. Points for enthusiasm!

Kuju targets digital downloads with new Double Six studio {GamesIndustry.biz]

]]>
Wed, 28 Nov 2007 08:40:07 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=327378&view=rss&microfeed=true
<![CDATA[ Kuju Brighton Becomes Zo Mode ]]> kujubrighton.jpgIn a move as quirky and odd as their upcoming PSP title Crush, Kuju's Brighton Studio has been renamed Zo Mode and given a mascot in the form of a blonde girl with her tongue sticking out. Seriously. I have no clue here.
We've created Zo Mode; she is the personality that reflects our in-house philosophy of accessible, fun gaming for everyone."

So she's accessible to everyone and fun. I think I knew her back in high school. Big hit at parties, much like Kuju Brighton's previous games for the PS2, like the Eyetoy Play and SingStar titles. So I suppose it makes sense in a gonzo marketing sort of way. Hit the press release after the jump for more of an explanation of why the game studio is now a playful blonde chick.

Zo Mode

From today Kuju's Brighton studio is reborn as Zo Mode.

Zo Mode's Studio Head Ed Daly elaborates, "This studio has had great success over the last three years focusing on fresh gaming experiences for new audiences. We've shipped several very successful, high quality titles and grown to 100 staff and now the time is right to rename the studio. We've created Zo Mode; she is the personality that reflects our in-house philosophy of accessible, fun gaming for everyone."

Since setting up in 2003 the teams from Zo Mode have worked on EyeToy : Play 3, EyeToy : Play Sports, SingStar : Rocks, SingStar :Anthems & SingStar : Legends, all in collaboration with Sony London Studio.

Ed Daly continues, "Zo allows us to have some fun with the image of the studio but of course what matters most is the games we make. We have built up a great team, a really diverse crowd for a game developer, and an internal culture that reflects the fun and creative values that come through in our games. By taking control of the public face of the studio we will be able to reinforce this unique identity and specialist expertise further."

Zo Mode remains a part of Kuju Studios which continues to provide corporate support, and opportunities to share technology and collaborate with the other Kuju studios.

Although very different to the party games developed with Sony, the first title to be released under the new name will be CRUSH , recently announced by SEGA Europe Ltd, another fresh and original title from the studio now known as Zo Mode. www.zoemode.com

]]>
Thu, 01 Mar 2007 13:24:43 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=240689&view=rss&microfeed=true
<![CDATA[ It's Just Like Riding a Train (Minus the Gropers) ]]>

The upcoming train game Rail Simulator will be the first game to exploit Philips' amBX technology, which is a system of LED lights, rumble peripherals, heat and fans. In short, it turns your room into a giant rumble pack. The press release says:

By amBX-enabling the game, all the familiar sights, sounds and feelings of the railway experience will be recreated around the player, including wind, track rumble and lighting - both in and out of the tunnels. Signals, tracks, points, buffers and the experience of driving in the cab will come to life through the energy of amBX locomoting the world of the simulated railway out into the real world.

If this sim can also recreate the odor of salarymen hair tonic, the irritating jabber of schoolgirls on cell phones and the warm feeling of being rubbing up against people whose only human contact comes from rush hour train rides, I will buy this. If not, no thanks.

More Here [Guardian Games Blog]

]]>
Mon, 02 Oct 2006 11:20:22 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=204501&view=rss&microfeed=true
<![CDATA[ LucasArts Picks Up Kuju Studios for "Traxion" ]]>

GamesIndustry announced today that British developer Kuju Entertainment are the ones working on LucasArts' new music-based puzzler "Traxion":

Called Traxion, the new game consists of a wide variety of music-based mini-games, and will come pre-loaded with music from several leading artists - but one of the key features of the title is that it will also work with music loaded onto Memory Sticks by individual gamers.

Making this the first PSP game that I'm aware of to use memory stick-loaded mp3s in any appreciable sense. Grand Theft Auto: Liberty City Stories made a misguided effort to do so with their snidely proprietary Rockstar mp3 importer. More of a pain in the ass than a feature, that thing.

More [GamesIndustry]

]]>
Wed, 31 May 2006 21:40:00 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=177538&view=rss&microfeed=true