Author - Jerry Paxton

Hitcase Reveals ChestR Harness

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LAS VEGAS – Jan. 2, 2013 – Hitcase, maker of rugged sports activity products for iPhone, introduces ChestR, a combination chest harness and mount designed for optimal hands-free photography and videography, at CES 2013 in Las Vegas. ChestR is a complete rethink of traditional helmet mounts used by extreme sports photographers and adventure filmmakers. It pairs seamlessly with Hitcase and Hitcase Pro and is the perfect enhancement to the StickR and Tripod mounts that come bundled with these ruggedized cases that transform the iPhone into a waterproof POV camera. The low profile harness snaps on and off with one click and offers a portable alternative to headgear mounts.

With adjustable straps, a neoprene body and polycarbonate chest plate, the ChestR is designed to withstand the elements, high elevation, shocks and violent impacts. The adjustable mount allows your iPhone to rotate 360 degrees and pivot 90 degrees, making it possible to capture footage at any angle. ChestR is GoPro Mount compatible and includes a bonus stash pocket and headphone cable loops.

“We’ve completely reimagined what it means to wear a mount,” said Hitcase CEO Brooks Bergreen. “We’ve used dozens of mounts over the years and critiqued them head-to-toe to find a solution right in the middle. The ChestR gives you license to capture better images and videos, and it feels just as good as it looks.”

Hitcase Pro is a waterproof, shockproof case that revolutionizes the way you use your iPhone. It includes a built-in, removable wide angle lens for capturing professional quality photos and videos, and doubles the effective field of view of your iPhone’s camera. A patented-pending ShockSeal design protects your phone from the elements while shielding it from shocks and drops, so you can adventure with confidence. The Hitcase Pro’s Railslide™ system makes it super easy to mount the case to just about anything with its auto-locking functionality and one-button trigger release. Hitcase’s free Vidometer app overlays your speed, altitude and G-Force on your videos so your friends know it really went down that way.

The Hitcase ChestR mount will officially debut at the ShowStoppers media event at the 2013 International Consumer Electronics Show in Las Vegas on January 8, 2013. The mount is now available for $49.99 at www.hitcase.com.  Hitcase will also showcase the full product line at the Dr. Bott booth, North Hall #5825.

MSI Unveils Quadro Workstation

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City of Industry, Calif. – January 2, 2013 – MSI Computer Corp, a leading manufacturer of computer hardware products and solutions, announces the availability of the Quadro Workstation mobile powerhouse with NVIDIA® Quadro K2000M graphics processor.

Designed to tackle the most challenging applications, the Quadro WorkStation builds on the acclaimed capabilities of the GT60 to deliver unmatched performance for professionals, including scientist, programmers, engineers, graphic designers and more.  The Quadro Workstation supports more than 150 professional applications, including Adobe CS6, Avid Media Composer, Autodesk Inventor, Siemens NX and PTC Creo.

“MSI has long been heralded for their performance gaming laptops, and the Quadro Workstation leverages that expertise to deliver the same quality and effectiveness for professionals,” stated Andy Tung, vice president of sales for MSI US.  “Our laptops now offer the necessary power to handle the most demanding games and are capable of blazing through the most intense working sessions.”

“The MSI GT60-0NG platform, with the NVIDIA Quadro K2000M, is the ideal form factor for CAD and DCC professionals that need the flexibility to be mobile, yet still need the proven reliability and stability of a workstation-class solution,” said Shawn Worsell, product line manager at NVIDIA.  “Mobile Workstations enable explorers, designers and artists to unleash their creativity anywhere, and everywhere they go.”

The Quadro Workstation features state-of-the-art components including Intel® Core i7 Quad Core processors, Killer™ Intelligent Networking with high-performance Gigabit Ethernet for HD video and high-quality audio, backlit keyboard, premium speakers, and Cooler Boost to instantly optimize system temperatures and more.  It possesses all the advantages of the NVIDIA® Quadro K2000M graphic processor, with additional features such as:

  • Multiple Display Support – Multi-task with ease with up to 4 independent displays, including the native display (notebook display)
  • sRGB Standard – Delivers consistent, stable and vibrant colors at all ranges to enables perfect color rendering without any loss of fidelity
  • NVIDIA® Scalable Geometry Engine – Dramatically improves geometry performance across applications and enables the user to work interactively with large scale complex models and scenes
  • Fast 3D Texture Transfer – Fast transfer and manipulation of 3D textures resulting in more interactive visualization of large volumetric datasets
  • Hardware 3D Window Clipping – Hardware accelerated clip regions which improve overall graphics performance by increasing transfer speed between color buffer and frame buffer
  • 16K Texture and Render Processing – Ability to texture and render surfaces up to 16K x 16K, particularly beneficial for applications that demand the highest resolution and quality image processing.
  • OpenGL Quad Buffered Stereo Support – Provides a smooth and immersive 3D stereo experience for professional design applications

The Quadro Workstation is currently available for $2,099.99 at Newegg and Amazon.

Olloclip Lens for iPhone 5 Review (iPhone)

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Olloclip has been many an iPhone 4/4S photographer’s best friend thanks to their 3-in-1 iPhone lens system. The company just released the Olloclip for the iPhone 5 and I had to rush out to see if it lives up to the glory that is its predecessor. The Olloclip for iPhone 5 is a “quick-change camera lens”. The unit consists of 3 lenses (housed in aircraft-grade aluminum) connected to a hard plastic mount. Using the Olloclip is very simple as it slides onto the corner of the iPhone 5 nearest its forward-facing camera. The Olloclip holds very well and, despite lots of shaking and bumping, it stayed in place without issue. The unit features 3 lenses: A wide angle lens, fish eye lens, and macro focus lens. Switching between them is a simple matter of taking off the Olloclip and re-attaching it with whatever lens you want to use next to the iPhone’s camera lens. The exception being when you wish to switch to the Olloclip’s macro lens. To do so, you need to unscrew the wide angle lens. This leaves you holding a very small lens while also trying to use your iPhone 5 as a camera. I would suggest keeping the included velvet bag (with cinch) close by. Additionally, Ollolclip has included two lens caps in the box for the wide angle and fish eye lenses.

Here are some photos shot with the Olloclip’s various lenses:

Stock iPhone 5 Lens

Stock iPhone 5 Lens

Olloclip Wide Angle Lens

Olloclip Wide Angle Lens

Olloclip Fish Eye Lens

Olloclip Fish Eye Lens

Olloclip Macro Lens

Olloclip Macro Lens

Olloclip Wide Angle Lens

Olloclip Wide Angle Lens

Olloclip Macro Lens

Olloclip Macro Lens

Olloclip Fish Eye Lens

Olloclip Fish Eye Lens

Here are two screen captures from a video made with our iPhone 5 – the difference is very noticeable:

iPhone 5 Stock Lens

iPhone 5 Stock Lens

Olloclip Wide Angle Lens

Olloclip Wide Angle Lens

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Pros:

  • Great for photographers as a backup camera system.
  • iPhone 5 filmmakers will love the wide angle lens for a cinematic quality.
  • Good build quality.[/wpcol_1half]

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Cons:

  • It is easy to lose the wide angle lens when switching to the macro lens.

[/wpcol_1half_end]The Olloclip lenses added quality and a nice depth of field to all our images. Budding iPhone 5 filmmakers will benefit from the wide angle lens and photographers will obviously benefit from all three. Overall, the Olloclip for iPhone 5 is simply an amazing addition to any photographer’s arsenal. It provides a lot more flexibility when using your iPhone 5 for photography and is also a great fail-safe should anything happen to your primary camera. The Olloclip retails for $69.99 and is available now.

[easyreview title=”Olloclip for iPhone 5 Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ] Our Rating Scores Explained

Hot Chelle Rae and More Coming to Rock Band

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Cambridge, Mass. – December 28th, 2012 – Harmonix today announced that singles from Andrew W.K., Hot Chelle Rae, Fun. ft. Janelle Monáe, and P!nk are headed to theRock Band™ Music Store of downloadable content for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Wii.

Rock Band provides the deepest and best selection of artists, songs and albums through the Rock Band music platform, which features more than 1,400 artists and more than 4,000* tracks via disc and download purchase (complete list of tracks atwww.rockband.com/songs). Rock Band’s gigantic music library dwarfs that of any other rhythm video game on the market. More than 100 million songs have been sold through the Rock Band Music Store since its launch on Nov. 20, 2007.

Tracks downloaded from the Rock Band Music Store are compatible with the award-winning full-band Rock Band 3 experience, as well as the controller-based rhythm-action title, Rock Band Blitz, available now on PlayStation®Network and Xbox LIVE® Arcade!

Rock Band DLC Additions for Xbox 360, PlayStation®3 system and Wii

Rock into the New Year with new singles available on the Rock Band Music Store on January 1st! Party advocate Andrew W.K. makes his debut in Rock Band with his hit single “Party Hard,” which appeared on his major-label debut record, 2001’s I Get Wet. Pop rockers Hot Chelle Rae also make their debut this week with the lead single from the band’s second album, 2011’s Whatever.

Fun.’s “We Are Young,” featuring Janelle Monáe, and P!nk’s “Raise Your Glass” will also be available as singles for download. These tracks originally appeared as part of Rock Band Blitz, available now for PlayStation Network and Xbox LIVE Arcade!

Available on Xbox 360 December 30th, 2012; Wii January 2nd, 2013; and PlayStation®3 system January 8th, 2013:

  • “Party Hard” – Andrew W.K. O
  • “We Are Young” – Fun. ft. Janelle Monáe O
  • “Tonight Tonight” – Hot Chelle Rae O
  • “Raise Your Glass” – P!nk O

Price:
$1.99 USD, £.99 UK, €1.49 EU (160 Microsoft Points ™, 200 Wii Points) per song

Tracks marked with “O” feature support for keyboards.

** Dates and pricing for Rock Band game tracks are tentative and subject to change. **
 
*Available on-disc, via download and disc export. Internet connection and export key purchase required. Wii™ Shop Channel has more than 1,500 song tracks available for purchase on the Rock Band platform on-disc, via song import, and download. Not applicable to Nintendo DS™.

Website Links:
For more information, please visit:

Rock Band Website

Rock Band 3 is available for Xbox 360, PlayStation®3 system, Wii™ and Nintendo DS™. Xbox 360, PlayStation®3 system and Wii™ versions support downloadable content.

The Rock Band Music Store allows players to preview and purchase downloadable individual music tracks and packs from the vast selection of offerings available to date without ever leaving the game as they build their own custom Rock Band library.  The complete list of tracks can be found at www.rockband.com/songs. Additionally, players on the Xbox 360 can browse and purchase tracks in the standalone “Rock Band Music Store” application within their Xbox 360 dashboard, or they can be purchased online at Xbox.com.

Rock Band 3 is rated “T” for Teen (lyrics, suggestive themes) by the ESRB. Rock Band Blitz is rated “T” for Teen (fantasy violence, suggestive themes) the ESRB. Music downloads are not rated by the ESRB.

For more information on Rock Band 3 and Harmonix Music Systems please visitwww.rockband.com  and www.harmonixmusic.com.

© 2012 Harmonix Music Systems, Inc.  All Rights Reserved. Harmonix, Rock Band, Rock Band Blitz, and all related titles and logos are trademarks of Harmonix Music Systems, Inc.  Rock Band 3, Rock Band Blitz and other related products and services developed by Harmonix Music Systems, Inc. All other marks are the property of their owners.

Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of Microsoft Corporation in the United States and/or other countries.

“PlayStation” is a registered trademark of Sony Computer Entertainment Inc.

Wii and Nintendo DS are trademarks of Nintendo. © 2006 Nintendo.

The War Z Creator Sends Open Letter to Community

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Here is a letter from Sergey Titov, Executive Producer of The War Z, to the gaming community. In the letter, he addresses some of the concerns regarding the controversy surrounding the game on Steam.

Dear fellow Survivors,

It has now been more than two months since we launched public access to The War Z. We’ve definitely had our ups and downs, and I thought that this Holiday break was the right time for me to try to step back a little and think about our journey since it started. This may be a little long, but I would appreciate if you could stay with me for a few minutes as I try to go over the highlights of the game as well as some of the hurdles and controversies, how we have addressed that and what our plans are.

First of all a very big and sincere “Thank You!” to all of you. We are really proud of the community we have formed with you guys. Every day we have hundreds of thousands of players on our servers, and this is a life-changing event for the team and me. We are blessed to have you as members of the community and we are well aware that without you the game would be nothing.  Along with that thanks, though, I need to admit that we failed to effectively communicate some of our plans and actions to both our existing players and to our new prospective players. This failure to communicate resulted in some very negative feedback from some members of our community, but while it might be easy to label them as “haters” or some other dismissive term, in all honesty this is my fault.  I became arrogant and blinded by the early success and quick growth of The War Z, our increasing number of players, numbers we were getting from surveys, etc., and I chose not to notice the concerns and questions raised by these members of the game community as well as others.  This failure is entirely on my shoulders and if anything I owe thanks to that vocal minority and admit that I should have paid attention sooner. I chose instead to concentrate on the bigger picture – my dream of turning The War Z from being a game developed by a small indie team into a large online venture, instead of addressing small things first and staying focused on the game issues. At the end my arrogance led us to the moment, when all those small things finally caught up and created a “perfect storm” that affected all of our community members.  For that I’m truly sorry and apologize to all of our community as well as the larger PC gaming community that is not yet playing The War Z.

I do not take this situation lightly, and last week events were especially humbling for me. I’ve experienced a range of emotions, most of which centered on regret for not having addressed some of the issues differently than we did, but we can’t change the past. The only thing we can do is to be sure that we won’t repeat the same mistakes in the future. I have realized that as the leader of this ship, I missed all early warnings that were saying, “Your community is not as happy as you think they are, you need to alter course.” I was too focused on how great we are and how a small independent team got their first game to over 700,000 users in a two-month period.  Though thatis something to be very proud of, allowing that to overshadow the existing community and their satisfaction was poor judgment.

I want to give you some insight into what our plans are for the future, but before we get to that, I’d like to clear the air with you on several important topics.

Community management and moderation – the problem

Even since the early Alpha launch, this game has always cultivated a large and loyal player base that is very active in the game. Again, thank you for this. Unfortunately, we weren’t prepared for this large success and the way we managed the community was not the way it should’ve been. We relied too much on forum moderators, whose primary role was to punish those who break rules, not to engage the community and guide conversations into productive discussions about problems. There wasn’t enough presence of the development team on forums, there wasn’t enough updates on development of UPCOMING features. We failed to communicate our position and messaging on the outside platforms such as Facebook, twitter and various online websites, and when we did this we chose to rely more on arrogance rather than being humble and trying to understand why people were saying negative things. We chose to tune out negative reactions to the game, not paying enough attention to them – and this, again, is my fault. We chose to rely too much on numbers – percentage of refund requests, number and dynamic of our daily and monthly active users, etc. Well, in hindsight – those things probably work well for more casual games, but the hardcore PC gaming community is much different and can be very vocal about what they feel. Even when the percentage of players with negative comments is small, as the community grows, even a small percentage can add up to be a very significant absolute number. And it’s not just a number – those are real people with real issues they are having with the game. OP Productions (publisher for War Z) and me personally have failed to address those issues effectively.

Community management and moderation – the solution!

We’re changing our community management procedures and rules right now. We’re going to reevaluate publishing and marketing team performance, and I will make sure that Hammerpoint Interactive developers will have a much stronger voice when it comes to community management and we won’t rely 100% on OP Productions to single handedly handle this. Lots of changes will be happening very fast in the weeks to come. One of the ideas that I proposed was to select 10 players from around the world who can represent the player community and invite them to our offices in Los Angeles, to meet the team, check out what we’re doing, and share with actual developers their concerns, wishes and thoughts on the game. We also will involve community, to a much higher degree, in the process of making our next map for the War Z (called “California”). We’ll be discussing many of the aspects of the map with you and asking for feedback.

We’re revisiting our forum policies; we’re going to bring on an additional community management team, additional moderators and we’ll train them how to respond to things properly. There will still be restrictions on harassment, trash talk, etc. But we’ll make sure that every opinion is heard. At the same time, I must also be cautious: we cannot address all issues and there cannot be only one voice. Please accept that. With hundreds of thousands of players playing, talking, chatting, voicing their strong opinions, there will always be diverging opinions. And some issues that are minor ones are sometimes brought to light by very vocal channels. I would even say there is sometimes a beginning of controversy because the game is now so popular. So there is sometimes a distortion between the severity of the issue and the attention it gets. But we will clearly implement steps to better listen to the community.

What is Foundation Release?

The most asked question of the last week was “is this the final release?”  My answer has always been that for an online game a “final” release means that the game is dead – so there’s really no such thing, you never stop developing, making changes to and adding new features to the game. This is how we came to call the current version of The War Z “Foundation Release.”  We launched the Foundation Release on December 17, 2012 as our first-stage release that we use as a foundation to build upon. It does include the core features and a fully playable environment. This is our version 1.0, and of course  we will continue to improve that version as time goes on.  Did we rush to get it done? That is a tough question, but to answer honestly I think that we all pushed very hard to be first to market and in time for the holidays. Our entire team was working late, long hours to iron out issues and include as many features as possible.  This is part of the reality of being a smaller, independent game developer. If we had a larger team and more funding we may have done things differently, but I’m not sure. I don’t think it was a mistake because our numbers have been strong since day one and, even with the recent negativity, our metrics are really solid and we’ve been continuing to grow.  The negative opinions are always the most vocal, but most players are really enjoying the game and we’ve been attracting more and more daily active players every week.  A lot of the gaming journalists that have been playing the game have also given us some great feedback. I realize that we will take a few hits from some of the traditional gaming press in terms of review scores, but I’m hoping that even they will consider that this game is a living project that will continue to evolve as time goes on. We are very proud of our Foundation Release, and we do stand behind it like we have stood behind any previous version.

What’s on the Horizon?

As for what will happen next with The War Z? We’re currently evaluating the relationship between Hammerpoint and OP Productions.  I firmly believe that Hammerpoint should be playing a more prominent role in publishing/game operating process. We’re in a process of adding new key members to our team, bringing on guys who have much more experience operating and growing successful online games and I know this is going to make a huge difference in terms of development.  We’ll be making some big decisions in terms of leadership for both companies and I will personally change how I handle many things.  Above all we will continue to develop and make this game the best that it can be.

I know that to some people my words won’t matter much. I understand that. I hope that will change as we move forward and deliver the features that our players have been waiting for. I can promise you that from now on things will be much more transparent, and we’ll provide better communication and engage our community to discuss upcoming features way before they appear in the game.

I do believe that we aren’t even close to uncovering the true potential for The War Z, and I hope that in the coming year, we’ll be able to regain trust from people who were alienated by our actions and we’ll be able to move forward and grow the game together.

Thank you for reading all this, thank you for supporting the game and thank you for helping us to change and realize what’s important as well as what is not.

I hope you are all having a happy holiday and I wish you the best for the New Year!

Sincerely,

Sergey Titov

Executive Producer, The War Z

World of Tanks Now in Korean Market

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27th December, 2012 – Wargaming announced today the launch of the company’s headlining free-to-play MMO World of Tanks in the Korean market. Following the results of the recent Supertest stage, the game will be available for players with the recently unveiled Update 8.2, introducing a pack of brand new American and British steel machines.

World of Tanks Supertest has been on air from December 3 to December 20, securing over 60,000 players and getting highly positive feedback from Korean testers who showed continuous interest in action-packed armored gameplay.

“It’s a great day for the whole team. World of Tanks has been a huge success globally, and the Supertest in Korea has shown that the game has the brightest prospects in the market,” said Chankuk Park, General Manager, Korea. “I’m sure that World of Tanks will be able to gain more and more gamer attention in Korea, thanks to the game’s profoundness both strategically and gameplay-wise.”

World of Tanks is officially available for Korean players from December 27, 2012. To get more details on World of Tanks in Korea, please visit – https://www.worldoftanks.kr.

Logitech Ultrathin iPad Keyboard Cover Review (Tech)

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Logitech’s new Ultrathin Keyboard Cover for the Apple iPad is a wonderful idea. Part smart cover, part keyboard – this device has a lot going for it. From a design perspective, the Ultrathin Keyboard Cover is a good companion to the iPad. Its chicklet keys are small, but not too small for heavy usage, and users can choose between a white, black, and red model to suit their individual tastes. Our review unit was a black model, which featured a shiny black keyboard face and silver backing which matches the iPad’s aluminum back. Logitech even offers free engraving on the back of the keyboard cover for those of you wanting to personalize it.

The Logitech Ultrathin Keyboard Cover, living up to part of its name, attaches to your iPad like Apple’s smart cover – via the power of magnets! It easily connects and detaches and, when in the closed position, protects your iPad’s screen from harm. The keyboard case also features the “instant on/instant off” capabilities of the previously-mentioned smart cover. Open the Ultrathin Keyboard Cover and the iPad snaps to life – close it and the iPad screen turns off. The unit is powered by an internal, rechargeable battery that seemed to last forever. I casually used the iPad and Ultrathin Keyboard Cover for three days without having to charge it up. I eventually got paranoid and plugged the keyboard cover in by way of its included mini-USB cable, just in case. Connecting the keyboard cover to the iPad was simply – just pair it as you would any Bluetooth device.

In order to use the device as recommended, you un-dock the iPad from the cover and insert it into the cover’s stand slot. Then (as you can see in the image gallery), the iPad is angled just right for typing, movie-viewing, or whatever else. The iPad stand slot has embedded magnets in it so that the tablet wont easily fall out of it if moved about. I was very impressed at how much motion the unit could withstand without losing the iPad from the keyboard cover. They keyboard itself features a number of function keys, such as copy and paste, and even multimedia keys for controlling music, etc.

If I could improve the design at all, it would be to find some way for the keyboard cover to swing around to the back of the iPad when opened allowing you to keep it connected and use the tablet in “tablet mode”. With its current design, the keyboard cover disconnects from the iPad if opened too far and that leaves you with two objects to hold instead of just one when wanting to use the iPad as a straight tablet device

Overall, the Logitech Ultrathin Keyboard Cover is an iPad peripheral that so closely integrates into the iPad that one begins to think Apple itself included it with purchase. The Logitech Ultrathin Keyboard Cover retails for about $100 dollars and is available now.

[easyreview title=”Logitech Ultrathin Keyboard Cover Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″] Our Rating Scores Explained

Logitech Ultrathin Keyboard Cover Promo Trailer

Images

Dead Space 3 Demo Announced

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REDWOOD CITY, Calif. – Dec. 26, 2012 – The holidays might be over, but EA has one more gift for gamers! Visceral Games, an Electronic Arts Inc. (NASDAQ: EA) studio, today announced that a downloadable demo for Dead Space™ 3, the first entertainment blockbuster of 2013, will be available for download on Xbox Live Marketplace and PlayStation Network starting on January 22. Exclusively for Xbox 360, gamers who want a chance to play the demo one week early, can sign up on http://demo.deadspace.com.* In the demo, players will be thrust into deep space terror when unwilling hero – Isaac Clarke – and all-new co-op companion – Sergeant John Carver – crash land on Tau Volantis, an unforgiving ice planet teeming with Necromorphs. Dead Space 3 takes the franchise’s core elements of suspense, horror, action and sound and introduces them to all-new elements – including co-op play – that allows players to work together to take down the most ambitious Dead Space experience yet. Dead Space 3 launches in North America on February 5 on Xbox 360® videogame and entertainment system, PlayStation®3 computer entertainment system and PC and February 8 in Europe.

Winner of more than 15 critic awards at E3 2012 including Best of Show from Game Informer Magazine, Dead Space 3 cuts to the heart of deep space terror. The game is recognized by game critics worldwide for its incredible craftsmanship in horror, action, suspense and sound design. Players will embark on a thrilling ride through space that takes them to a hostile new planet, Tau Volantis. Fortunately, they are not alone this time around. The fully integrated drop-in/drop-out co-op feature gives players the option to play alone or team-up with a friend anytime. Players that choose to take down the terror together will experience additional story details, side missions and gameplay mechanics only found when playing as John Carver.

Dead Space 3 will be available on February 5in North America and February 8 in Europe for the PS3, Xbox 360 and the PC.

For additional information and news, please visit http://demo.deadspace.com or our website www.deadspace.com, follow us on Twitter at: www.twitter.com/deadspace, or become a fan on Facebook at www.facebook.com/deadspace.

Merry Xmas and Happy Holidays

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From all of us at GamingShogun.com, we hope you have a Merry Xmas, Happy Holidays, Festivus, or whatever else you and yours celebrate this time of year. We wish you much joy and happiness.