Posted Nov 24, 2009 at 10:40PM by Ryan F. Listed in: News, Videos, Action, Just Cause 2 Tags: Square Enix, Europe, Avalanche Studios
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Just Cause 2 - Image 1Square Enix has announced that Avalanche Studios' highly anticipated action sequel, Just Cause 2, will finally hit the Xbox 360, PS3, and PC on March 23rd in the US and March 26th in Europe.

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Posted Jan 30, 2008 at 09:50AM by Charles D. Listed in: News, Screenshots, Action, Just Cause 2 Tags: Eidos Interactive, CIA, Avalanche Studios, Rico Rodriguez
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Rico Rodriguez, main character of Eidos Interactive's Just Cause 2 - Image 1Eidos Interactive has announced the return of its hardcore CIA black ops super spy (and Enrique Iglesias look-alike) Rico Rodriguez in the sequel to the 2006 title Just Cause with Just Cause 2 for the PC, Xbox 360, and PS3. The new game will feature even more death defying stunts and vehicle chases, as well as a whole new location with various realistic weather effects.

Read more in the full article after the jump!

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Posted Jan 04, 2008 at 11:21AM by Karl B. Listed in: News, Action, Adventure, Just Cause 2 Tags: CIA, Avalanche Studios, Rico Rodriguez, Asia
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Rico Rodriguez in Just Cause - Image 1Planning to start a revolution? Want to bring down a power-hungry regime? Who you gonna call? Rico Rodriguez, that's who, and he's back for more action in the sequel to Eidos' rollicking tropical island romp, Just Cause. Check out a few details about Just Cause 2 in the full article.

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Posted May 14, 2007 at 05:52AM by Ryan C. Listed in: Off Topic Tags: Avalanche Studios, Christofer Sundberg
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Just Cause logo - Image 1Good news for basement game developers seeking a break into the elite group of creative, intelligent individuals behind today's games. Avalanche Studios, creator of the critically-acclaimed multi-platform title Just Cause, will not only be unveiling its latest creation - the Avalanche Engine - but will also looking for new talent to be interviewed on-site, as well as give potential hires a glimpse of how the company works behind the scenes.


With growth comes challenges, and Avalanche Studios is no stranger to the adage. Attendees of Nordic Game 2007 will learn how the company copes with the difficulties of expanding from a sparsely-staffed, one-project-at-a-time outfit into a full-blown games development giant with a staff of over a hundred strong and an appetite for cross-platform, cross-genre and cross-IP title production. Christofer Sundberg, Co-founder and Creative Director says it like it is:


Growing isn’t cool in itself but sometimes it’s a necessary evil considering the complexity of today's projects. Improving efficiency at Avalanche Studios has been key in avoiding the trap of becoming a slow-moving beast – our experiences with managing growth are something we’re very happy to share with our industry colleagues at Nordic Game.


And as mentioned earlier, Avalanche Studios IS looking for new talent, and it will be interviewing those who take up the challenge personally at the developers' Career Expo Booth, handled by representatives from the Stockholm studios' management, technical, and art departments.  If you're ready and willing, set up the interview by calling Linda Bäcklund at +46 (0)84427670 or via e-mail at Avalanche Studios’ recruitment hotline at jobs@avalanchestudios.se.

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Posted Mar 22, 2007 at 04:41AM by Rio S. Listed in: News, Videos, Adventure, Meet the Robinsons Tags: Disney, PS2, GBA, Avalanche Studios, Climax Studios, Disney Interactive Studios
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We all wish that we have our personal time machines. Lewis from the upcoming Disney movie Meet the Robinsons invented his own to get some unanswered questions. Disney Interactive Studios will of course port the movie to various videogame platforms.

In Meet the Robinsons, Lewis invented a time machine to discover why his biological mother put him up for adoption - and naturally to meet her. Before he discovers why, villain Bowler Hat Guy and his robotic hat companion Doris steals the time machine for his own diabolical plans. Enter Wilbur Robinson and the adventure starts. Plus the cool future gadgetry, of course.

Two developers were involved in porting Meet the Robinsons, Climax for the DS and GBA versions and Avalanche Software for the PC, PS2, PSP, Wii, and Xbox360 version. In game, Wilbur will be able to whip out the gadgets in his arsenal: Charge Gloves (default weapon, for the energy shield and energy ball), Disassembler (as the name suggests, take things like crates and containers apart to reveal the contents), Scanner (scans interactive items and gives info about them), Havoc Gloves (used to burrow and for special attacks), L.E.V. (Levitation Emitting Volume - sends enemies floating helplessly in mid-air).

We also have three short gameplay videos featuring the use of the some gadgets, a level where Wilbur is inside a protective sphere that looks eerily like a hamster ball, a Protectosphere, and another one features a fiery boss fight. Meet the Robinsons will hit the shelves in March 27 so we'll quit babbling now and let you watch the videos. Enjoy!



The rest of the videos right after the jump!

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Posted Nov 30, 2006 at 06:04AM by Ryan A. Listed in: News Tags: Avalanche Studios
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PathEnginePathEngine is very pleased to announce that their SDK for intelligent agent movements just got upgraded. On top of that, the company is also very proud that Just Cause developer Avalanche Studios took notice of their program and will be using it for future multi-platform projects.

The software, that goes by the same name as its developer, is aimed to implement points-of-visibility pathfinding on three-dimensional ground meshes. The latest version, v5.05, includes support for the generation of pathfinding ground meshes, directly from un-marked-up 3D scene representations. With the inclusion of arbitrary polygon soups, run-time, and resulting movements becomes much easier to understand.

Furthermore, Avalanche Studios, wouldn't divulge yet the title or the nature of its upcoming title. However, they ascertained that it will be on the Xbox 360, the PlayStation 3 and the PC.

PathEngine v5.05 comes as well with a new content process that generates explicit world representation without the need for any explicit scene markup. Refer to the read link for more information regarding the development kit.

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