Friday, November 2, 2012

Skylanders: Giants Wave 2 Characters Detailed



Activision has released some new details on the upcoming Wave 2 characters for Skylanders: Giants. We’d guess they’re like Pokemon but with a lot more bite. The characters are Hot Head, Sprocket and Flashwing.

Hot Head is described as a “short tempered fire giant”, who kind of caused the entire Skylanders island to explode. He’s got access oto magical oil, which feeds his fire abilities all the more, and now that he has an infinite supply, he’s just about ready to burn anything and everything to the ground. Like a boss.

Sprocket on the other hand is a tech-oriented creature, described as a “rich, proper Golding” who likes building things. However, when her inventor uncle disappeared and that Kaos was behind, Sprocket decided to make a battle suit and kill the crap out of everything. Or trying to reunite with her uncle while fighting the forces of evil. Something like that.

Finally, we have Flashwing an earth element creature who’s origins are shrouded in mystery, but she packs enough beauty and power to suitably take down the most lethal gem dragon with a simple tail lazer.

Check out this articles SOURCE: Gaming Bolt

HMV opens Skylanders concession stores



Activision has opened special Skylanders concessions in three HMV stores.
Special areas can be found in HMV's Oxford Street, Manchester and Glasgow branches. Each area will feature a variety of Skylanders products (including licensed cards, puzzles, wallets, bags and badges), character art, artificial grass and dedicated games stations.
’’We are really excited to be partnering with HMV to create these dedicated Skylanders experiences,” said Activision Blizzard's UK MD Peter Hepworth.
“Skylanders Giants launched just over a week ago and is already proving to be a huge success.  With the help of our licensing partners, we are thrilled to be able to provide Skylanders fans with this experience.”
HMV Head of Technology and Games, Ewan Pinder, added: “Skylanders is a very important title for HMV, and to bring our two brands together by creating a compelling environment for core fans and more casual gamers alike will hopefully prove a really engaging way to promote this great series to the widest possible audience – especially now as we head towards Christmas."
The move follows similar concessions in John Lewis Oxford Street, which houses PlayStation Vita and Nintendo departments.
 

Skylanders: Battlegrounds and Lost Islands coming to iOS


Beyond the immense popularity of its annual war games and subscription-based MMO, a new brand is helping to grow Activision's portfolio of high-value licenses: Skylanders. Built on the foundation of collectible, physical products, the Skylanders brand has spawned a sequel that is already besting initial sales efforts of its original entry overseas.

Though the franchise's first foray into the mobile space has been a success – withSkylanders: Cloud Patrol hitting over 1.5 million downloads since launching earlier this year, according to Activision Mobile VP Greg Canessa – the game lacks the same physical link to the collectible figures. Next month, Activision aims to change that strategy withSkylanders: Battlegrounds.

Confirming leaks from earlier this month, Canessa told Joystiq that Skylanders: Battlegrounds is a "console-like, action-RPG" featuring the same ability to inject Skylanders characters on the fly using a new, Bluetooth-powered portal. 

The iOS-exclusive Battlegrounds will be available as a starter pack for $49.99 at non-specified retailers and features a download code for the game, three figures, the Bluetooth portal, and a "Platinum Treasure Chest" featuring "tons of digital items and consumables" that will also be available as in-app purchases. But the game doesn't require the portal or a $50 entry fee, Canessa said. For those looking for a less expensive commitment,Battlegrounds will be available as a download for "between $5 and $7," a price Canessa told Joystiq it was still considering. After its planned "mid to late November" release,Battlegrounds will be regularly updated with new, free chapters.

Battlegrounds is described as a "real-time arena combat game," focusing on combat between a swarm of enemies and characters from the Skylanders roster. It is not a port of current Skylanders console games. Though we have yet to see the game for ourselves, Activision claims it "looks like an Xbox 360 game on an iPad," noting that Battlegroundsuses the same engine that powers Skylanders: Giants.

With the portal, players can swap to any character at any time during the game – including support for all current and upcoming standard and Giants figures. Without the portal, players select an on-screen icon that randomly picks a new character from a player's unlocked roster; however, without a portal swapping to a random character requires in-game currency. Like Cloud Patrol, characters can be added to a player's arsenal by entering a figure's included unlock code.

Skylanders mobile developer Vicarious Visions will also update Cloud Patrol to use the portal, alongside a third game in the series also slated to land next month, dubbedSkylanders: Lost Islands. Like Battlegrounds, players can use their existing collection of figures in each mobile title. Cloud Patrol's update also features a number of new "social multiplayer" modes, focusing on daily challenges.

Bringing the portal to iOS with 'Skylanders Battlegrounds' and 'Lost Islands'
Skylanders: Lost Islands (above) is a free-to-play resource management game set in the universe coming to iOS devices worldwide in "late-November." Playing the game, which is currently available in Canada, it's reminiscent of other similar titles with cool down meters for all activities including building structures or collecting resources. Players can speed the process up using in-game gems, which can be earned over time by playing or – of course – purchased at any time with real money.

With three games linked to the same series of toys, Canessa says now is the right time for Activision to streamline the process for players and grow a community with its own mobile social platform.

Activision's new mobile-exclusive platform – called 'Activate' – launches next month and allows players to create a profile to house their collection of Skylanders unlocked in the iOS games. The platform, which integrates current social media applications and uses Facebook as its log in process, is required for any online modes featured in the mobile titles.

Though iOS is the only platform mentioned during our meeting, Canessa says that Activision is dedicated to bringing the Skylanders experience to all gamers and players can expect to see Battlegrounds and Lost Islands to expand beyond Apple's platform. If the franchise's history is any indicator, it's probably a safe bet we'll see new mobile Skylanders experiences on any device Vicarious Visions can get the games to work on.

Check out this articles SOURCE: JOYSTIQ

Wednesday, October 24, 2012

Skylanders, exclusive Wii and character


The second bundle packs in Activision's Skylanders Giants with a blue Wii console and matching Wii Remote Plus and Nunchuck controllers for $150. The bundle also includes one Portal of Power, two Skylanders characters, and one "exclusive" Giant Skylander.

Tuesday, October 23, 2012

Skylanders Giants Megabloks lets kids create their own Skylands



It’s time to brace yourself. A Skylanders Giants explosion is coming soon. Yes, I know the game just came out on October 21, 2012, and you’d think that’s when the flurry of excitement surrounding it would peak, but that’s not so. It’s really going to hit sometime around Christmas, once people start gettingSkylanders Giants as gifts. That’s when kids and certain adults will want anything Skylander related that is even remotely awesome. I’m sure the Skylanders Giants Megabloks will be on that list.

The Skylanders Giants Megabloks series aren’t immediately available, but will be in a few weeks. It has an October 2012 launch window, after all. Sets will start at $9.99, giving buyers a Skylander figure, a battle portal for him or her and usually a Chompy enemy. However, the bigger and better sets are far more expensive. Take the Crusher’s Pirate Quest set, which is $49.99 and includes two standard Skylanders figures, a Giant figure and a buildable pirate ship and island. The real big-boy in this set though is the Dark Castle Conquest, which is $119.99 and comes with a castle to build, one giant and Skylander figure and figures of Kaos and his minion.
If you want to go cheap, then just grab the $9.99 basic sets or maybe one of the more expensive $20 sets. The blocks work with any Megabloks set. Just remember the Skylanders Giants Megabloks figures are not compatible with the game.
If you’re looking to buy, bookmark the Megabloks page, as it lists stores that will carry Skylanders GiantsMegabloks. Also visit Toys R Us’ website, as it is still accepting pre-orders on some of the sets.

Activision’s Skylanders Giants launch party



Sunday’s launch of Skylanders Giants was, by all early measures, a huge success — and for all the work of all the people at both developer Toys For Bob and publisher Activision did to bring that success about, a little savoring of the moment is in order. Activision threw a party Monday afternoon for employees and their families — and while they wouldn’t let me get into the bouncy castle (I said I’d take off my shoes and everything) Kat still got some great photos of the celebration.


There were tons of games and activities for kids, such as Jet-Vac’s pneumatic tennis ball cannon targets. It wasn’t easy!


Of course, Jet-Vac himself was on hand to supervise.




A Giants party requires an enormous tent!


Crusher would be proud to see young fans bring the hammer down.


Toys For Bob CEO Paul Reiche III on the left; Toys For Bob character designer andpodcast guest I-Wei Huang on the right.


Each Hex balloon sculpture was handcrafted by skilled artists. I also spotted a Gill Grunt.


Activision Publishing CEO Eric Hirshberg — a strong supporter of Skylanders from the start — brought his kids in to enjoy the fun.


Pop Fizz sent a few boys from the lab with some of his latest strange but delicious concoctions. The blue vial is bubblegum flavor.


The dessert table was filled with cupcakes, chocolate, gummy bears, cake pops…it was a thing of sugary beauty.


Another shot of the amazing sweets table. Hell yes I took a bag of goodies home.


Podcast guest Jon Estanislao checks out his kids’ coloring handiwork.


Pro artists were also on hand, making personalized caricatures of the attendees as their favorite Skylanders character.


Not all the treats were for the kids. This is a Whirlwind Breeze, which is one part vodka, one part cranberry juice, and I am not kidding, one part cotton candy.


Licensed products from backpacks to bedsheets will appear in stores this year, which should make holiday shopping for the Skylanders fan in your life pretty easy.


For all the distractions, the game was still the star of the party. Multiple stations for multiple platforms were set up for co-op play.

SOURCE: One OF Swords

The Secret Skylanders You’ve Never Seen



Ask any creative person: When you’re working on a new project, it’s inevitable that some ideas won’t work out. A lot of times those dead ends lead to better ideas and more satisfying solutions, but “that’s almost there but not quite” and “scrap it, let’s start over” are both natural parts of the creative process.

Spyro led the charge for Skylanders

Skylanders is no exception. Last year, Activision released Skylanders Spyro’s Adventure – an original concept devised by Northern California developer Toys For Bob — to overwhelming acclaim and huge success. The game that let your real-world action figures come to life in a videogame turned out to be the top-selling kids’ game for 2011, and the toys were so popular they have consistently been in high demand since their release last October. Not bad for a company that has never made toys before.

But like just about every other creative endeavor, every element of Skylanders didn’t go exactly as planned. During the game’s development, several characters and concepts simply didn’t make the final cut. The game’s design producer, Michael Graham, has been helping to shepherd Skylanders at Activision since its inception; he and Spyro the Dragon are old friends, having worked on the production team for the Legend of Spyro trilogy in the mid-2000s. Now, as Activision and Toys For Bob prepare for the release ofSkylanders Giants, Graham was nice enough to share some of the missing links in Skylanders’ evolution — handmade prototypes, untold histories, and some rare characters that have never been shown to fans before. These are the secret Skylanders you’ve never seen.


Design Producer Michael Graham with his new friend from Skylanders Giants, Pop Fizz.

The Lost Realm of Spyro’s Kingdom
Skylanders started life as a project called Spyro’s Kingdom, which Graham says still featured “the toys-to-life idea — taking your toys, putting them on a magic device, and having them come to life in the game. Spyro was going to be a full-grown dragon and the king of Spyro’s Kingdom. You’d go to him for quests, and he’d tell you where to go and help you on your adventures.”

Graham says this version of the game “was very close to something we were going to go forward with. I think it was April or May of 2010 where we were almost ready to hit alpha with Spyro’s Kingdom, and it was time for the go/no-go call. That’s where we said, ‘this is fun and cute, but it can be so much bigger.’”


Early trading cards from the Spyro’s Kingdom era. “These were initially made for packaging concepts,” says Graham. Who is Tarclops? Read on…

At this point, one of Skylanders’ key elements — “toys with brains,” which remember your characters’ progress as you level up — wasn’t in the mix. If the action figures had memory inside them, the save functionality would be hassle-free and invisible, plus they’d be platform agnostic — a huge win for kids who might not own the same game system as their friends. “The goal was to make it very reminiscent of something you would do as a kid,” says Graham. “You could put your toys in your backpack, go to your friend’s house after school, and you could play with your Star Wars characters with your G.I. Joe characters with your Transformers characters; it didn’t matter that they were from different worlds. We looked at consoles that way too: How great could it be if you could share in an experience regardless of what console you were on? So there was this big idea of what this game could be.”


Activision Blizzard CEO Bobby Kotick

With Spyro’s Kingdom nearly at alpha but an ambitious alternate plan on the table, the decision was up to the top brass, including Activision Blizzard CEO Bobby Kotick. But as Graham reveals, “Bobby believed in it completely. He said, ‘What do you guys need?’ And from that point on, it was this little idea that continued to grow to what we have now, which is a team of fantasy superheroes — Skylanders.”

The Fab Five
That superstar team started out with just five members. “Toys For Bob made some characters out of clay — handmade and hand-painted, as a proof of concept,” reveals Graham. “The five original characters for that concept included Rock Dragon, who ultimately evolved into Bash, and Bomb Troll, which evolved quite a bit from a grumpy old troll into what ultimately became Boomer.” [For bigger images, just click the photos. --DA]


The generically named Rock Dragon became someone much more specific: Bash.


Boomer went through at least five prototypes en route to his final and decidedly un-grumpy personality.

“Ghost Eater became Ghost Roaster,” continues Graham. “His handmade toy looks a lot different from the final toy, but the way they modeled him in the game for the prototype is very similar to what you see in the final game. We also had Fire Dragon, who later became Spyro.” While His Purple Majesty was originally going to be a benevolent and regal NPC, “it was felt that we couldn’t have a game called Spyro’s Kingdom without Spyro as a playable character, so Fire Dragon became Spyro.”


The first five Skylanders from the game’s initial pitch: Rock Dragon (Bash), Ghost Eater (Ghost Roaster), Fire Dragon (Spyro), Cyclops Snail, and Bomb Troll (Boomer).

The Curious Case of Cyclops Snail
The fifth prototype character is the odd one out — Cyclops Snail, which Graham describes as “this little blue water slug that zipped around, left a little pool of sludge behind him, and he would scream and shoot electricity. He was just so weird — really fun, but totally bizarre. After some feedback, we changed him from blue to purple, but then it was ‘you can’t have two purple characters, because Spyro is purple.’ Then we got an early version of what Cyclops Snail’s toy might look like, and we thought, ‘Oh my gosh, these don’t look at all detailed, not in the way that we want them to be.’ He was revised again, made of oil and now called Tarclops, and that was the final straw. The character evolved so much, by the end, [character designer] I-Wei Huang at Toys For Bob felt that everything he liked about the character was gone, so we thought, let’s just scrap it — we’ve got to go in a different direction.”


Two clay prototypes of Cyclops Snail and an early production version that simply wasn’t detailed enough.

But in a way, you’ve already played as Cyclops Snail; you know him as Zap. “We reimagined the character,” says Graham. “Same moves, actually; he plays exactly the same way as Cyclops Snail did. And even Zap went through a little evolution. His original concept didn’t have his scuba tanks, and we shortened his snout quite a bit.”


From snail to dragon! Note the lack of scuba tanks and different facial details on Zap’s plastic prototype compared to the final toy on the right.

Wayward Wizards and Rocky Starts
Zap wasn’t the only character to be based on an earlier concept. Consider this bearded “mesmorph wizard,” who was among the game’s first ten proposed characters. “He had a magical staff that created little gnome clones of himself that would explode,” says Graham. He made it as far as a plastic prototype, and although “his powers were fun, we felt we could do more with the personality. We wanted all the characters to be heroic and aspirational. He was kooky and a very interesting character, but he wasn’t the thing every kid aspires to be — he was a weird, grumpy, old gnome wizard. But we still liked the way he played, so he became the wacky, bumbling Double Trouble.”


Haldor made it as far as being cast in plastic before he turned into Double Trouble.

If you’re a big Skylanders fan, Graham explains why he looks so familiar. “We kept him alive,” he says with a smile. “He became Haldor of the Empire of Ice expansion pack. You still see his character there, and I think he works really well in that pack. But he was a playable toy at one point.”


This nameless, faceless rock golem never made it past the clay stage.

Other character concepts didn’t get Haldor’s second chance. “We started to get clay figures from Toys For Bob that we weren’t sure about — should they be good guys or bad guys?” says Graham. This handpainted clay prototype of a stone creature wound up being neither, though he did inspire a bigger brother. “There was a large version that turned into the stone golem, the one you fight at the end of Stonetown, which changed completely from what this looks like. Then there were some other rock elemental guys that were using this figure as a temporary model for a while, but this guy never made it into the final game.” That means you’re looking at Skylanders’ first true wayward rock star.

Lights! Castles! Apples!
“At the time, some of the thoughts for expansion packs were much different,” says Graham. “There was a miniature castle prototype made out of clay, and a weird teepee thing that nobody really knew what it was.”


Early clay models of the Adventure Packs — the mysterious teepee thing and an early castle concept.

Other ideas were reworked because they were too similar — the healing potion power-up won out over the golden apple, which did essentially the same thing — and some just wound up not supporting the gameplay as it evolved, such as the lantern. “The idea was that you would go into dark caves and the lantern would illuminate the area,” explains Graham. “What we ended up finding was that there really wasn’t going to be a lot of places in the game to make good use of it. We had to pick and choose and scale back to things we could deliver on in a meaningful way.”


Two early passes at the health potion, its cousin the golden apple, and the unused lantern.

In all cases, Skylanders’ virtual and physical elements had to uphold the same high standards. Graham says the goal was always to showcase “the attention to detail and polish, not just in the game, but in the physical toys. We wanted to aim for best in class.”

Enter the Giants
All these decisions and revisions have led Toys For Bob and Activision to create Skylanders Giants for 2012, which adds new super-sized, super-strong friends that tower over normal characters (“Making Giant characters seemed like a fun no-brainer,” says Graham), as well as new magic tricks like toys that light up when placed on the Portal of Power. But Graham makes it clear that delivering detailed toys and an engaging videogame are both key elements to the Skylanders franchise as a whole – because that’s what makes the audience happy. “We’re making this for kids, and the kid inside all of us, no matter what age you are,” says Graham. “If you’re an adult and you still like to collect toys, that’s great, because that means there’s a part of you that has never lost the connection with the kid inside of you. We never forget who our audience is.”