<![CDATA[Kotaku: Popcap]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Popcap]]> http://kotaku.com/tag/popcap http://kotaku.com/tag/popcap <![CDATA[ Peggle Perfection Requires A Dash Of Madness ]]>

Have you ever played Peggle? If not, it's one of the more surprisingly addictive titles to come out of the PopCap Games stable of brightly colored "casual" games. Even if you have played Peggle—or Peggle Extreme, the free Half-Life themed version that's included in The Orange Box—an 18 million point round might not blow your hair back. So when watching this clip, via Waxy, the first minute or so might not impress. The fanatical, bordering-on-insane planning, however, as demonstrated moments later, might. It also might frighten.

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Mon, 23 Jun 2008 15:40:29 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5018984&view=rss&microfeed=true
<![CDATA[ Casual is Complex: The PopCap Model ]]> Gamasutra has an interesting interview up with some of PopCap's people — co-founder John Vechey, CEO David Roberts and PR director Garth Chouteau — talking about the PopCap model and structure and the casual market at large. It's a reasonably lengthy interview with a couple of gems contained within:

It is very much a multiplatform, multichannel, multipartner business where our goal is to get our games anywhere they're going to be great, anywhere we can. If your fridge can make a great Bejeweled experience, by god, we'd have your fridge playing Bejeweled.

Zuma and Bejeweled had big game followings, but Peggle has overtaken the gaming community in a way that none of our games have ever really done that. It was dramatically sped up by Peggle Extreme, and we're trying to think of other things as well with Peggle and seeing if that works with other things. Some games... you couldn't do a mash-up of Bejeweled and Half-Life. That would only suck.

There's lots of talk about expansion into other marekts (mobile, console, etc.) and where PopCap is headed next. It's an engaging interview on the subject of one of casual gaming's biggest forces.

PopCap: The Complexity Of Being Casual [Gamasutra]

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Sat, 21 Jun 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5018576&view=rss&microfeed=true
<![CDATA[ PopCap: UK Workers Should Play Online At Work ]]> PopCap, paragon portal of the casual clickfest, wants desk jockeys in the UK to spend more of their office hours playing casual games online. To support its efforts, the company is claiming that banning personal internet use in the office is costing UK businesses £4 billion ($7.85 billion) a year.

Workers unable to visit social networking, dating, shopping and gaming sites on office time, PopCap said, have reduced staff efficiency and morale. The casual games company even brought in a Goldsmiths University Psychologist, Dr. Chamorro-Premuzic, to study the impact of personal internet bans on employee productivity.

Plus, the report suggests, the 71 percent of employees who sneak online to mess around when they're not supposed to probably feel "frowned upon," even resentful of their workplace. 47 percent of PopCap's survey subjects said they felt their boss would rather they take a five minute "fag break" (that's cigarettes, guys) than surf online.

So, demoralized UK workers, PopCap apparently calls on you to help your economy by playing some Peggle on the job! Steely-eyed supervisors relent!

UK businesses lose£4 billion a year due to 'office break' ban

A new report published today reveals that the current trend towards banning personal internet use in the workplace could be costing British businesses up to£4 billion every year<1> due to a resulting decline in staff productivity. The report by PopCap Games, proves that, far from distracting employees from their work, taking a 10-minute online break during the course of the working day serves to reduce stress while sharpening and refocusing the mind.

With seven out of ten companies - including Credit Suisse and British Gas - banning access to social networking sites<2> and many considering banning personal internet access altogether, The PopCap Break Report 2008 highlights the negative impact this could have on the UK economy. In fact research shows that a ban on e-breaks could actually serve to reduce staff efficiency and morale.

The rise in popular social networking, news, dating, gaming and shopping sites has resulted in 57% of workers shunning the traditional tea-break in favour of an office e-break in a bid to unwind during the 9-5. However, whilst taking five minutes out to make a cuppa is an accepted ritual in the work place, snatchingfive minutes online is frowned upon and 71% of employees admit to sneaking online while their boss isn't looking. Furthermore 47% of employees surveyed felt that taking a five minute cigarette break during work hours was deemed more acceptable by their boss than spending time surfing online.

The findings are based on psychometric trials carried out on a cross section of UK businesses under the supervision of Goldsmiths University psychologist, Dr Chamorro-Premuzic. The comparative effect of different types of online breaks on employees' performances<4> were tested and the results revealed that if bosses actively encouraged employees to take one ten minute e-break in the working day their overall productivity levels would increase.

"Tea-breaks and fag breaks have long been the most common types of break within office culture but the report shows that e-breaks are fast becoming the most popular choice of break for British workers", commented Dr Chamorro-Premuzic "The report proves that a ten minute e-break a day can have significant benefits but, despite this, many bosses are banning them in the fear that they distract employees. By factoring in a dedicated slot for an e-break bosses are fostering a more trusting working environment, boosting productivity and ultimately increasing their profit which surely makes good business sense."

In light of these findings PopCap is campaigning employers to introduce a ten minute e-break into their employees' working days. Employees who wish to anonymously lobby their bosses to establish an e-break into their office should visit www.popcapbreak.com.

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Wed, 28 May 2008 17:30:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5011458&view=rss&microfeed=true
<![CDATA[ Galaga, Pac-Man, Bejeweled and Others Coming To iPhone ]]> galagaphone.png Yes, yes, everyone is jumping on board the iPhone bandwagon, and since I own an iPhone that makes me very, very happy.

The latest recruits include Namco, PopCap and THQ with talk of Pac-Man, Galaga, Bejeweled, Zuma and Peggle coming to the device.

"We're very excited about Apple's new SDK and reaching every iPhone user through the new App Store," said Scott Rubin, vice president, Sales and Marketing, Namco Networks. "We can't wait to show off great new versions of arcade classics like PAC-MAN and Galaga that use the revolutionary features of the iPhone and iPod touch."

...

"Apple's become an important mobile game platform with the iPhone SDK," said Jason Kapalka, co-founder and Chief Creative Officer, PopCap. "The new SDK gives us the tools to innovate and reinvent games like Bejeweled, Zuma and Peggle. With the new App Store we can reach every iPhone and iPod touch user on the planet."

...

"The iPhone is the mobile platform game developers have been dreaming of," said Scott Zerby, vice president, THQ Wireless. "We're looking at how we can use the iPhone's innovative user interface to create new game experiences for our big brand entertainment partners that consumers love."

All I gotta say is that they better be making use of some of the iPhone's neat capabilities and not just porting it straight over from a cell phone build. That and why the hell haven't we heard about Puzzle Quest? Don't make me email you Infinite Interactive!

iPhone SDK Downloads Top 100,000 [Apple]

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Wed, 12 Mar 2008 09:20:10 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=366860&view=rss&microfeed=true
<![CDATA[ Peggle...For The DS! [UPDATE] ]]> Yes, Peggle is coming for the DS. Don't act so surprised. John Vechey, co-founder of Peggle devs PopCap, announced the title at the Casual Connect conference, which is being held in Amsterdam. That should be all you need to know! Peggle, for the DS. If you're wondering about a release date or price, sorry, they don't have that yet. If you're wondering what all the fuss is about, consider that Peggle on the PC has now been downloaded over 10 million times.
PopCap's Peggle bouncing over to DS [Pocket Gamer]

UPDATE: PopCap's Greg Canessa has issued the following statement:

We have ambitious plans for many of our titles including Peggle, and are eager to bring its peg-popping pleasures to as many appropriate platforms and devices as possible. But Nintendo has not approved this product, we have not signed a developer to port Peggle to DS, and we have not green lighted this project.
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Thu, 07 Feb 2008 06:20:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=353631&view=rss&microfeed=true
<![CDATA[ PopCap on Unicorns, Casual Market, and Making Games ]]> peggle.jpg Jason Kapalka, co—founder and Chief Creative Officer of PopCap Games, sat down with Alec Meer to chat about a whole host of issues — unicorns, match three games, and the casual market. It's an interesting interview that touches on a number of issues surrounding the casual market: who's playing these games? Is there a market outside the aggressively casual? And is PopCap returning 'credibility' to puzzle games?

As far as we're concerned, puzzle games never lost any credibility. I think the resurgence you're seeing now with things like the Wii and casual games in general is really just the natural state of things... as with computers and the internet, their early phases were dominated by geeky hardcore early-adopter types, but later they became much more mass market and universal in their use and acceptance. Why shouldn't video games be the same way? It makes no sense for them to remain a ghetto exclusively for twenty-something males who like shooting imaginary aliens.

Zing! It's a great little interview and well worth a read through if you've got the time.

PopCap on Casual, Peggle & Valve [Rock, Paper, Shotgun]

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Sun, 03 Feb 2008 14:30:52 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=352033&view=rss&microfeed=true
<![CDATA[ All PopCap Games Are 50% Off ]]> While PopCap games aren't my personal vice (I much prefer snorting coke off pleather escort boots), there's no question that they are a force in the PC/Mac casual gaming market. Now as part of a holiday sale, they've dropped the prices on their games by 50% until January 3rd. A kind of neat option they're offering is an emailable gift certificate. And if you can get over the looking like a thoughtless jerk to your spouse part, the certificate allows the recipient to choose from all 48 of PopCap's games with the option to play demos before purchase. I'd order one up for my mom, but since I gave her Puzzle Quest last Christmas her life has never been the same.

PopCap [via opposablethumbs]

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Thu, 20 Dec 2007 13:20:52 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=336310&view=rss&microfeed=true
<![CDATA[ Popcap Pops Peggle to iPod ]]> peggleipod.jpgWell it's a banner day for iPod gamers, if such a thing exists. Along with Sonic the Hedgehog from Sega, that king of casual PopCap Games have released an iPod version of their popular puzzler Peggle onto the iTunes Store today. Sharing Sonic's $4.99 price point, the game contains all 55 levels, 10 magical powers, 75 Grand Master challenges and th two-player duel mode from the PC and Mac versions. The game's aim and shoot mechanic seems perfect for the iPod's click wheel, making me wonder how well Bubble Bobble would translate. If I had one of those newer, cooler iPods I would definitely purchase Peggle, simply because of the comfort I found playing it while I waited for the Orange Box to download over Steam. Of course I never played it again after that, but I am a fickle gamer, dammit.

PopCap Launches Peggle Game on iPod

Front-Runner for Casual Game of the Year Available on iTunes Today in Six Languages

SEATTLE, Washington - December 18, 2007 — PopCap Games, the leading developer and publisher of casual games, announced that beginning today Peggle™ is available for play on the iPod. Casual gamers can download Peggle from the iTunes store for US$4.99, and the game is available in English, French, German, Italian, Japanese and Spanish. Peggle has been downloaded more than 10 million times on the Web since its introduction in March 2007, and this enormous success prompted PopCap to accelerate development of the iPod version.

Peggle utilizes the iPod's clickwheel and sharp high-resolution display. Another special feature of the iPod-optimized version of Peggle is the ability to listen to your own personal music playlists while enjoying the game. The iPod version of Peggle includes all 55 levels, 10 magical powers and 75 Grand Master challenges, as well as the two-player Duel Mode, of the PC and Macintosh original.

"The clickwheel input of the iPod is a natural fit for controlling Peggle, so we knew this adaptation of the game would be amazing," said Jason Kapalka, co-founder and Chief Creative Officer of PopCap. "And with the Duel Mode included, two players can pass the iPod back and forth while battling their way to Extreme Fever!"

In Peggle, players fire a metallic silver ball from the top of the screen, relying on gravity to propel the ball downwards while it ricochets off orange and blue "pegs". The goal is to clear all the orange pegs from the screen before running out of balls. A moving "bucket" at the bottom of the screen offers free balls, while green power-up pegs give the player one of ten different abilities courtesy of the ten "Peggle Masters" who guide players through the game. These power-ups include explosive area-clearing blasts, lobster claws which serve as pinball-type flippers, and "fireballs" that cut through all pegs in their path. "But nobody can really be told what Peggle is like," said Kapalka, "you just have to play it for yourself." Available on retail store shelves, on the Web and now on iPod, Peggle is the must-have game of 2007.

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Tue, 18 Dec 2007 11:20:23 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=335303&view=rss&microfeed=true
<![CDATA[ PopCap Tests Retail Console Waters ]]> popcaplogo.jpgCasual kings PopCap Games are dipping their toes into console retail, announcing two new game collections hitting store shelves this November. Along with a collection of Xbox Live Arcade titles available for the first time offline for the Xbox 360 as PopCap Arcade Volume 1, they're also releasing Bejeweled 2 and AstroPop for the PS2 as PopCap Hits Volume 1.
"We're very excited to be bringing some of our top million-selling casual games to consoles via retail shelves, and eager to see how consumers respond," said Glenn Drover, Director of Retail Sales at PopCap. "We've had tremendous success at retail with the PC versions of many of our games, and these new collections for Xbox 360 and PlayStation 2 are priced even more aggressively, so they should be a hit with holiday shoppers."
The 360 collection will retail for $29.95, with the PS2 version cheaper at $19.95.

PopCap's Casual Video Game Hits Coming Soon for PlayStation® 2, Xbox 360®

PopCap® Arcade Vol. 1 and PopCap® Hits Vol. 1 Arrive at Stores November 15

Seattle, Washington - October 9, 2007 - PopCap Games, the leading developer and publisher of "casual" video games, today announced the upcoming retail launch of two new "greatest hits" compilations featuring many of the company's biggest-selling puzzle and "retro action" games. PopCap® Arcade Volume 1, available for Xbox 360®, features Bejeweled® 2, AstroPop™, Feeding Frenzy™ and Zuma™ and carries an SRP of US$29.95. PopCap® Hits Volume 1, available for PlayStation® 2, features Bejeweled 2 and AstroPop and carries an SRP of US$19.95. This marks the first time that PopCap games have been available for Xbox 360 at retail, and the first time that any of the company's games have been available for PlayStation 2.

"We're very excited to be bringing some of our top million-selling casual games to consoles via retail shelves, and eager to see how consumers respond," said Glenn Drover, Director of Retail Sales at PopCap. "We've had tremendous success at retail with the PC versions of many of our games, and these new collections for Xbox 360 and PlayStation 2 are priced even more aggressively, so they should be a hit with holiday shoppers."

The Bejeweled franchise alone has placed PopCap at the forefront of the burgeoning casual games industry. Bejeweled and Bejeweled 2 have collectively sold more than 10 million units across numerous platforms, and have been downloaded more than 300 million times in the past six years. AstroPop, Feeding Frenzy and Zuma have also enjoyed considerable commercial and critical success on numerous devices ranging from PCs and Macs to PocketPCs, PDAs, and mobile phones, as well as on the Xbox LIVE® Arcade online service.

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Tue, 09 Oct 2007 09:40:20 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=308655&view=rss&microfeed=true
<![CDATA[ Casual Gaming Bring Generations Together ]]> familygaming.jpgNothing brings a family together quite like casual gaming. A new worldwide study has found that 92% of casual gaming parents and grandparents agree that casual games help them bond with their children and grandchildren, with 70% of those saying they see educational benefits for their kids from playing casual games. The study also touches on the perceived benefits of casual gaming, with our old favorite hand-eye coordination topping the list. See? Casual gaming is awesome! Everyone should do it! The study was conducted by PopCap Games, one of the largest casual game publishers in the world, who are in no way biased towards finding new reasons for people to play casual games. I'll be publishing the results of my own non self-serving study later this week, which found that 90% of my former sexual partners polled were extremely satisfied, citing substantial increases in pleasure, sensation, and map-reading skills.

Computer Games Help Adults Bond With Their Children and Grandchildren

Largest-ever casual games survey reveals 70% of family gamers see educational benefits for children / grandchildren

Dublin, Ireland - 28th August 2007 — 92% of casual gaming parents and grandparents say casual games provide an opportunity for them to bond with their children/grandchildren.

PopCap Games (www.popcap.com) unveils the results of the largest-ever worldwide (including UK) survey of casual computer game players, which also reveals that 70% of 'family gamers' believe casual games provide educational benefits to their children/grandchildren - with greatest benefits of gameplay identified as learning, stress relief and hand-eye coordination.

In stark contrast to traditional perceptions of computer gaming, parents/grandparents said casual games helped them bond with their children/grandchildren (92%) and mentioned the following casual game benefits for children/grandchildren:

· 68% cited Hand-eye coordination/Manual dexterity

· 60% cited Learning (pattern recognition, resource allocation, spelling, etc.)

· 51% cited Mental workouts/Cognitive exercise

· 48% cited Memory strengthening

· 44% cited Stress relief/Relaxation

· 37% cited Positive affirmation/Confidence building

Among the nearly 7,500 adult respondents who took part in the survey, nearly a third (31%) indicated they had children or grandchildren under 18 who play casual games in their home. And of these 2,298 'family gamers', 80% play casual games with their children or grandchildren - while 66% said they would welcome the use of such games in their children's or grandchildren's schools.

Professor Mark Griffiths, Professor of Gambling Studies at Nottingham Trent University, UK says: "Empirical research has consistently shown that in the right context, computer- and videogames can have a positive educational, psychological and therapeutic benefit to a large range of different ages and sub-groups."

"Casual games span generations and genders in ways that traditional 'hardcore' video games never have," notes Dr. Carl Arinoldo, a New York-based psychologist and author of Essentials of Smart Parenting. "This universal appeal, and the 'G-rated' content of the games, makes them a great activity in which the whole family can participate, with each generation enjoying the games in different ways while also enjoying the interaction with other family members."

Almost half of respondents indicated they had multiple children or grandchildren who played the games in their home. Of these, 88% described the game-play interaction between the children as at least partly cooperative, with only 12% characterizing it as strictly competitive. "Casual games seem to promote more of a cooperative 'let's work on this together' type of atmosphere, as opposed to an aggressive, interpersonal competitive environment," observed Dr. Arinoldo. On a related note, only 28% of adult family gamers indicated they allowed their children or grandchildren to play so-called "hardcore" video games.

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Tue, 28 Aug 2007 10:40:39 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=294194&view=rss&microfeed=true
<![CDATA[ Finally, Bejeweled On Your iPhone ]]> bejeweled_iphone.jpgThe long nightmare of not being able to play Bejeweled on an iPhone has finally come to an end as PopCap Games announced it has released an iPhone specific version of its popular (with girls) jewel arranging game. An announcement like this requires measured hyperbole as PopCap's director of mobile platforms Andrew Stein was overheard saying that the company is "excited to be providing the most popular puzzle game of the 21st century to users of the most advanced mobile device yet created." Wow!

Bejeweled for iPhones was created by Polish developer Arkadiusz Mlynarczyk, is available now, and is free to use. The developer only asks that players consider donating a vowel or two, something apparently in short supply in Poland.

I just played the thing and it was slow as molasses, but definitely kept me interested well beyond the Safari download by a good five minutes. Interested in taking your $600 cellphone into the twenty-first century of casual gaming? Just direct your iPhone to popcapgames.com and start tapping.

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Mon, 30 Jul 2007 16:40:19 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=284092&view=rss&microfeed=true
<![CDATA[ Xbox Live Arcade Chief Leaves for PopCap ]]> Xbox Live Arcade director Greg Canessa has jumped ship to join the casual game developers over at PopCap Games, Red Herring Reports.

Canessa will be heading up the company's game platforms division.

During a conversation this week he extolled the virtues of his new employer, suggesting PopCap could someday achieve the same vaunted status as a few other game powerhouses. "They have the potential to be the next EA or Blizzard," Mr. Canessa said.

Mr. Canessa's relationship with PopCap dates back to 2000, when he signed an agreement with the company—then dubbed "Sexy Action Cool"—to provide the games Alchemy and Bejeweled to Zone.com. That site eventually became MSN Games, one of the Net's largest casual game sites.

"I've always had a special place in my heart for PopCap," Mr. Canessa said.

Canessa says his chief goal will be to make sure PopCap doesn't become a victim of its own success.

Microsoft quickly announced today that Bryan Trussel, a Microsoft Casual Games group wag, will take for Canessa.

Greg Canessa jumps ship to head console gaming development at PopCap Games [Red Herring]

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Thu, 08 Feb 2007 10:00:03 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=235003&view=rss&microfeed=true
<![CDATA[ Heavy Weapon Hits Live Wednesday ]]> Finally a new Xbox Live Arcade game that isn't almost 20 years old. This Wednesday sees the release of Heavy Weapon: Atomic Tank, a game McWhertor called "absurdly easy to the point of boredom." Not exactly a stellar endorsement, but perhaps he just has superhuman skills neither you nor I could hope to comprehend. The game is a side-scrolling shooter where you, the titular Atomic Tank, shoot down planes, helicopters, missiles, and zeppelins while friendly forces drop you powerups.

From what I have read so far the game doesn't seem that interesting, but its colorful I'm a sucker for zeppelin shooting so I'll reserve my opinion until I've blown 800 MS points on it come Wednesday. Check the press release below for more details.


"Heavy Weapon: Atomic Tank" Rolls Onto Xbox Live Arcade

Don't expect to be combining gems and matching colors with this week's "Xbox Live Arcade Wednesdays" release. From the fast-action gameplay experts at PopCap Games comes the big, bold, action-packed "Heavy Weapon: Atomic Tank," which will be available for download on Xbox Live Arcade for Xbox 360 beginning Wednesday, 17th January at 9 a.m. GMT.

"Heavy Weapon: Atomic Tank" unleashes adrenaline-soaked, side-scrolling, shoot-'em-up arcade action. With awesome multiplayer modes exclusive to the Xbox Live Arcade version, "Heavy Weapon: Atomic Tank" brings classic shooter excitement and explosive power to Xbox Live Arcade. Players fight through 19 story-based missions to upgrade six weapon banks, or jump into instant action with the fast-paced Survival mode. Gamers can also team up with friends and storm across enemy lines in cooperative multiplayer modes either locally or on Xbox Live*.

"Heavy Weapon: Atomic Tank" will be available worldwide for 800 Microsoft Points.

GAME FEATURES

  • The game has three action-packed game modes:
    • Mission. Gamers play through 19 exciting missions, invading countries and beating challenging bosses along the way.
    • Survival Arms Race and War Party. Gamers try to outlast ever-increasing waves of enemies.
    • Boss Rush. In this mode exclusive to Xbox Live Arcade, players challengeall the bosses of “Heavy Weapon: Atomic Tank” in succession.
  • Intense multiplayer action handles up to four players:
    • Up to four friends can play Survival mode games locally or on Xbox Live.
    • In co-op Mission mode, gamers can roll over enemy forces with a friend.
  • Six upgradeable secret weapons
  • Nineteen missions with nukes, mega-lasers and more
  • Ability to voice-chat with friends while battling together online
  • Online leaderboards to track mission results
  • Enhanced sound effects and original score
  • Amazing enemy landscapes and graphics
  • Expanded mayhem with full high-definition widescreen support

WHERE CAN I GET IT?

Download "Heavy Weapon: Atomic Tank" beginning on Wednesday, 17th January at 9 a.m. GMT on Xbox Live Arcade.

"Heavy Weapon: Atomic Tank": 800 Microsoft Points

More information is available at http://www.xbox.com/games/livearcade.

# # #

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Mon, 15 Jan 2007 15:40:01 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=228836&view=rss&microfeed=true
<![CDATA[ Hands On: Heavy Weapon For XBLA ]]>

Rumored to hit Xbox Live Arcade any day now, Heavy Weapon is PopCap's cartoonish tank shooter that is not only easy to control (you merely move left and right, aiming your turret 180 degrees with the right analog stick) it's definitely the easiest game to play at CES. And, yes, I've played Luxor 2.

Your tank constantly moves to the right and the sky is constantly filled with enemy aircraft. Jets, missiles, bombers, helicopters, and zeppelins will do their best (or close to it) to eliminate you by dropping courteously small amounts of missiles and bombs in your general direction.

Along the way, friendly planes will drop power ups to boost your rate of fire, shields and main weapon strength. They'll also drop MEGA LASER parts, which you'll need four of to deploy for a limited time. Finally, they'll drop nukes, which will give you a screen clearing (and boss damaging) megaton explosion.

After defeating the end level boss, you'll be given a chance to upgrade one of your tank's abilities, from defensive enhancements, to new weapons, such as flak cannons, lasers, homing missiles, lightning bolts (!!!) and more.

Frankly, the game was just too easy. I don't know if the difficulty was toned down for the CES demo, or if I somehow missed setting the skill level, but it was absurdly easy to the point of boredom. Granted, this is a PopCap title, but during my co-op run through of five levels, I lost only one tank. Hopefully, the challenge of the game will increase, because there was a simplistic fun about it, but I can see many gamers becoming quickly uninterested.

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Wed, 10 Jan 2007 19:20:17 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=227941&view=rss&microfeed=true
<![CDATA[ Casual Games Getting Big Budgets ]]>

With mainstream video game release budgets creeping well over $20 million, developers and publishers can take solace in the fact that casual games are cheap and less time consuming to produce. Right? Wrong.

Popcap Games newest, Bookworm Adventures, cost the company some $700,000 and 2 1/2 years to produce. That's a big chunk of cash, but with the segment (mostly 30 and older, female, married) expected to spend some $953 million on casual games this year alone, it sounds like a sound investment.

While Bookworm Adventures might be an atypical release, it shows that the market is growing and being taken seriously by publishers and investors. It will be interesting to see how the segment raised on Bejeweled survives and what impact it has on mainstream gamers. I'm assuming it means the hardcore will have to buy back up consoles and PC's when their mothers and/or girlfriends start dominating the machines.

Casual games go upscale [CNN]

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Tue, 28 Nov 2006 20:40:05 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=217836&view=rss&microfeed=true
<![CDATA[ Bejeweled Lottery Ticket ]]>

The Australian Lottery Commission have capitalized on the world's insane Bejeweled Mania by releasing a themed lottery ticket after the famed PopCap casual game. F for Effort, Lottery Commission. When have you ever seen that layout of gems on a Bejeweled field? Thanks, Matt!

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Fri, 06 Oct 2006 13:40:28 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=205758&view=rss&microfeed=true
<![CDATA[ PopCap Teams Up With Square-Enix ]]>

PopCap, a company the rules the roost in most of the world with their casual games, has nevertheless had problems infiltrating Japan.

Have no fear. Square Enix to the rescue!

PopCap Games will be taking its casual games titles to Japan under a new distribution deal inked with Square Enix.

Titles such as Bejeweled 2, Chuzzle, Insaniquarium and Heavy Weapon will reach the Japanese market through Square Enix's online web portal.

"We know that our games are ideally suited for the global consumer audience and this agreement with Square Enix will enable us to reach the Japanese market in a major way," commented James Gwertzman, director of business development for PopCap Games.

Not enough hydrocephalic pixies, the Japanese say. Square Enix can help them with that.

Square Enix to help PopCap break Japan [Games Industry]

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Fri, 08 Sep 2006 12:40:48 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=199394&view=rss&microfeed=true
<![CDATA[ PopCap, Games For Health Team for Research ]]> researching.gif

Via Watercooler Games, casual games major label (yeah, that term works) PopCap and Games for Health are working together to "gather, evaluate, and share research on the use of digital games and cognitive health." WCG reports that the initial findings will be reported at the Serious Games Summit at the GDC in March. I look forward to reading some research that doesn't involve kids, Grand Theft Auto and desensitization.

PopCap for Healthy Minds [Watercooler Games]

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Thu, 12 Jan 2006 14:30:39 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=148321&view=rss&microfeed=true