Street Fighter IV for iPhone trailer looks like very little was lost in translation
The wait is over! Here’s our first look at an official trailer for Street Fighter IV on the iPhone and iPod Touch. Stay tuned for more news and enjoy!
Bank Run combines an online interactive movie with iPhone gaming
One of the most difficult and time consuming activites that a website editor does on a daily basis is tackle the press release beast. I, for example, receive dozens of very similar-sounding games and gaming accessory pitches in my inbox, with one being barely distinguishable from the next. Bank Run is not one of those games.
Virtual Vox Pop: Can Street Fighter IV be successfully ported to iPhone/iPod touch?
Virtual Vox Pop is a weekly open mic in which we ask you, the reader, to sound off on a particular topic. This week, it’s Street Fighter IV for iPhone.
I’ll be frank: the internets can play home to all manner of bullocks. From Tommy Hilfiger dropping the n-word on Oprah to aliens plotting 9-11 to steal NYC’s soul, there’s massive amounts of rubbish to be found. So when I discovered chatter about Street Fighter IV coming to iPhone, and casually dismissed it as the imagination of a mad man. Then I saw this:
I clicked the link out of pure curiosity and was taken to IGN’s coverage of Street Fighter IV for iPhone. My mind raced: I checked the calendar to make sure that it wasn’t April 1st. Nope. I looked at the tweet again–it came Capcom itself. This appeared to be real, but it didn’t make sense.
Review: Parachute Ninja (iPhone/iPod touch)
Freeverse, one of the kings of Apple iPhone/iPod touch video gaming universe, returns with a new offering, the $0.99 Parachute Ninja. The name may initially sound like an odd coupling, but upon firing up this immensely addicting title, you’ll soon realize its aptness.
Parachute Ninja’s backstory isn’t the most compelling, but, really, how much does one expect from a mobile ninja game? It’s all about gameplay, which Parachute Ninja has in abundance. Instead of stalking prey and slitting throats in the shadows, Freeverse has a far more family friendly take on the murderous martial artists. The goal? To bounce a round, limbless ninja from floating slingshot to floating slingshot, while collecting fireflies, and having lots and lots of fun.
Interview: Anthony De Sa Ferreira, Business Development Director, Golgoth Studio
2D ain’t dead – - not by a long shot. Games such as Mega Man 10, Sonic the Hedgehog 4: Episode 1, and Tatsunoko vs. Capcom prove that the art is still viable in the age of open worlds and polygon-counting. French developer Golgoth Studio is currently contributing to the 2D renaissance with its first title, Toki, a remake of an old Amiga side-scroller. We spoke with Anthony De Sa Ferreira, business development director, Golgoth Studio about his company’s plan for 2D gaming.
Golgoth Studio is a relatively new development team. Please tell us a bit about your company’s background.
Golgoth Studio started to exist in my mind sometime in June 2008 after a meeting with Philippe Dessoly in regards of his great skill in 2D arts. At this time, I just lost my job and wished to work in the game industry. I’ve played since I was a little boy; I’m really what people call a hardcore gamer. But as I said often, play with games and make one that is completely different!
So when I started to talk with Philippe about Golgoth Studio, he was very excited and me too, of course. In 2008, it was the beginning of the retro gaming wave on digital platforms. As our studio was absolutely unknown to first-party companies or gamers, our wish was to start making remakes but really good remakes! Keeping old school spirit!
So after many days of searching what games could represent the picture we’d like to give, we agreed on Toki. I was a fan of this game when I was a child, and Philippe was the lead designer on the Amiga version. So, it was natural for us to chose it. We started to find new members for our team and finally today we are seven of us–six guys, one girl.









