Murasaki Baby made quite an impression on me when I first saw its debut trailer at last year's Gamescon. It looked stunning thanks to an art style that many will compare to the visual majesty of Tim Burton's works, most notably Toxic Boy and Stain Boy.
While creativity is thriving in the UK, many businesses struggle to make the step from executing successful projects to becoming fully-fledged, sustainable creative businesses. Investing and lending to many creative businesses is still a minority activity, but that may change as a result of some of the measures George Osborne introduced.
"Screen time" is a term bandied around our house on a daily basis. "Is it screen time day daddy?" "Can we have screen time if we behave?" There's a lot of concern about the impact that screen time, and gaming in particular, is having on children today.
People want to try something new and when it comes to games such as Call of Duty or Medal of Honor, quite frankly, people are just bored of playing missions about Americans braver than Chuck Norris saving the world within six hours of gameplay.
It may seem unthinkable, then, to see the console war heading for a truce. Over the years social theorists have predicted that, eventually, all media content is going to flow through a single black box into our living rooms. Uncannily, Xbox One has been touted as such a device.
We've long been terrified that children are growing up too fast, turning into little kidults For the girls: supermarkets selling bras for bee-stung chests; the iPhone becoming the new pencil case; and ten-year-olds calling each other 'badass bitches'.
Understanding the invisible dances taking place on tiny scales in nature has profound impacts for our everyday lives. For example, understanding the dances of cells, molecules, atoms, and electrons allows us to make strides developing important technologies in areas like medicine and mobile communications.
I propose that Rockstar take a good look at themselves and think when including such nasty sequences and questionable morals into their games, they consider the all too probable notion that kids way under the age of eighteen will be playing along happily without guidance.
Only four per cent of people in the UK actually donate, and NHS Blood and Transplant reported that over the summer stocks dipped significantly. That leaves a lot of the population depending on a relatively small number of donors. So how can we encourage more people to start giving a pint of the red stuff? My suggestion is gamification.
For the first time in the series' illustrious history, the hype, combined with writers and gamers alike falling over each other to lavish praise on the game, has completely eclipsed the naysayers and detractors. The moral outcry that was meant to greet the game has simply failed to materialise. But why?
In order to make the most of the revenue opportunity and technological advances, the industry has had to develop an incredible pace. In many cases, this has made it challenging for merchants to keep up while simultaneously giving customers a seamless online purchasing experience.
I won't ruin the game for anybody who hasn't played it yet, but I must make a serious point about it: It is even better than I expected. Everything about it feels amazing; it is as close to perfection as a video game can be, and totally worth the time and effort that Rockstar have gone to to develop it over the last few years.
With the growth in popularity of social platforms and the ever increasing integration of social media into our internet behaviour, consumers are starting to expect the ability to 'share' everything, including video games. As the industry continues to evolve so too does consumer demand and expectations...
Since the PS3 and Xbox 360 the entertainment value from games consoles has been increased massively by the flexibility of these machines and their adaptability, from online gaming and buying DLC packs online, to streaming movies through services such as Netflix and Iplayers and watching a host of file formats through external devices.
This game carries with it an 18 certificate. If you buy it for little Toby's birthday, you're a moron and deserve to be on the receiving end of whatever influence little Toby takes from his gaming experience.
t's an exciting time for the social gaming landscape, and it's fair to say that many operators are still at the beginning of the path to monetisation (and a more immersive experience for all). The key to success here will be personalisation and accounting for cultural preferences, as well as making the payment experience as seamless as possible.