Archive for the ‘Gaming’ Category

Yes, games are art. And thus part of free speech. Deal with it.

Updated: The Iron Sky iPad Game by Ziiso is an Unauthorized Chinese Knockoff

September 9th, 2011 by Timo Vuorensola

Guys, we have a small problem. Last week we noticed that a Chinese game company called Ziiso is creating an Iron Sky game for iPad, one that uses our plot line, characters, ships and even our damn tagline. This was a surprise for us, since we have in no way or form given that company any rights to the Iron Sky brand, or approved their game project. The game was published in iTunes App Store yesterday and people are starting to notice it, so here’s a warning to all the fans:

If you buy the Ziiso’s Iron Sky iPad game, the money goes to some dudes who have nothing to do with Iron Sky at all. You won’t be supporting independent cinema, you will be supporting douchebags who are riding on the coat tails of other people’s hard work. Moreover they are pretending that this is an official Iron Sky product, for example by adding the game information to our Wikipedia page, which it is not. It’s a scam. (BTW, if someone could go and correct the information about the game “Iron Sky: The Last Territory” on the WikiPedia page, we’d be grateful – Operation Highjump is valid information.)

While we warmly welcome all kinds of fan products, what we can’t stand behind is using Iron Sky in this kind of a commercial way, for making money, without even consulting us beforehand. Moreover it’s very unfortunate that these people are taking money from unsuspecting fans who think that they are helping us finance Iron Sky by buying the game.

We have made a complaint to Apple and since the are pretty draconian in their copyright policies, they will probably be pulling the game out of the store quite fast.

We are not publishing Iron Sky merchandize to increase the company shareholder value or whatever – we are publishing it to get money to make this film. For this reason this kind of IP grab frankly pisses us off.

UPDATE: Looks like the justice has prevailed. After we sent Apple a legally well formulated signed complaint according to their instructions, it took them two days to pull the game from the App Store. Thank you for all of you for your support on this issue, and thanks to Apple for acting quickly in pulling that… well, frankly, rather crappy game from circulation.

But as said, we welcome unofficial and non-commercial fan art and such projects, and if you are interested in creating a commercial video game or other product, don’t hesitate to contact us at pekka.ollula@blindspot.fi!

Iron Sky: Operation Highjump gets its game on.

November 4th, 2009 by Jarmo Puskala

Iron Sky: Operation Highjump

It’s time for the makers of the Iron Sky game, the Jyväskylä, Finland based IGIOS, to step out of the proverbial closet. They have released the community pages for the game, titled Iron Sky: Operation Highjump on Wreckamovie, Facebook and Twitter.

You might have heard that someone was already making a game based on Iron Sky – that’s us.

We are looking forward to working together with the WreckAMovie community on a game that will mirror the enthusiasm and creativity seen in Star Wreck and Iron Sky -movies. We, the people behind the production, are fans of the movies as well as gamers, and we have no intention of making another half-assed movie-based game that limits itself to retelling the plot of the movie. Rather, we want to tell a story of our own: one that is related to the one told in the movie, but can also stand on it’s own.

The first task is already up, and so are our brand new pages in Twitter and Facebook (links attached). Welcome aboard, based on the quality of shots in we’ve already seen here in WreckAMovie, we believe that the community here can provide us some great insights and help us make an even better game.

- Matti Delahay, IGIOS

Operation Highjump will be a real time 3rd person action adventure game set in the WWII era. A standalone story in the world of Iron Sky, the plot revolves around a secret underground Nazi base in the Antarctic. Rather than plain vanilla technical and graphic splendour, we aim for good playability, immersive plot content, strong dialogue and atmospheric environments. (Yes, that’s what they all say. But we mean it.) Add a nice big cup of strong, black humour, and you’ve got a general idea of what we’re shooting for.

USS Sennet participating in Operation Highjump

You can read more about the real-world Operation Highjump at Wikipedia. Also known as “The United States Navy Antarctic Developments Program, 1946-47″, it was a massive naval operation where a taskforce consisting of 4,700 men, 13 ships, and several aircraft sailed to the Antarctic. Officially it was supposed to be a training mission, but conspiracy theories suggest it was a full-blown military operation to wipe out the secret Nazi base in the Antarctic.

Assembly Winter 2009

February 20th, 2009 by Jarmo Puskala

Team Energia is packing themselves into my trusty old Passat and soon we’ll be heading to Assembly Winter 2009 at (ex-)Pirkkahalli.

We’ll be handing out the first issue of The Truth Today and well, actually we’ll be playing! So come and beat the Energia house band at Rock Band and win stuff.

That’s about it I guess, now off to the batcave! See you at Assembly. And as long as the wlan at the party place stays up we’ll be Tweeting.

War Was Never So Much Fun.

February 18th, 2009 by Antti Hukkanen

I was reminiscing about old games the other day. 1993 was a good year for computer games. It saw the release of UFO: Enemy Unknown, Syndicate, and of course, Doom. And then there was the little gem, undeservedly largely forgotten since, Cannon Fodder. Cannon Fodder was a fun, addictive and very challenging action game, and everything about it shows that the designers had fun putting it together. Witness this promotional music video, featuring the design team and a professional version of the game’s intro song.

The video plays upon one of the …funny… little details in the game: when you shoot and kill an enemy soldier, then shoot at him again, and again, he keeps jumping and twitching and yelling in agony, while little red pixels spray around. Now, the controversy that seems to be a prerequisite of any successful game had nothing to do with the pixelated blood and violence (except in Germany, of course), but rather, the use of the corn poppy (a symbol for WWI veterans) in the title art. This is interesting because this was just one year after Wolfenstein 3D came out – the game that introduced gore to computer games. (The id Software team had tried to do the same one year earlier with Dangerous Dave in the Haunted Mansion, but the graphic violence was vetoed by publisher Softdisk.)

That’s how quickly public opinion changes.

PS. Back to the song! In all honesty, I prefer the tracked version, heard on the game intro on the Amiga – it has more bounce. Unfortunately, the intro doesn’t make for very gripping viewing. But do listen to the song here.