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GameBump is Hiring! Be part of the team! Posted 8:42pm Sun Apr 06, 2008 by Tim Grube Tags: GameBump, hiring, job, torture, trialbyfire, masochism, videogames, resume, experience, love

I promise the flames die down eventually...

GameBump is officially seeking to hire talented writers who are interested in working within the gaming journalism field, so if you've got mad writing skills, have a drive for seeking out the latest gaming news and reviews, and know your way around a console or two, you're just what this new, fresh site is looking for. It also helps if you can take a joke (see above).

Applicants need not have experience working on another site, but they must include some recent writing samples to prove they're not in the fifth grade. Accepted applicants will be put on probation until they find their niche, be it news, reviews, previews, editing, interviews, editorials, or various features. Previous experience within the industry is an obvious plus, but mostly we're interested in people with a passion for videogames who'd like to join this exclusive, innovative team.

GameBump is also searching for additional programmers and graphics designers to help lighten the load on the rest of us; simply include the position you're looking at in the subject line of the email and our very own programming or graphics specialists will talk with you about specific knowledge you should already have.

At current all positions are volunteer, but you get free games, the chance to attend events/trade shows under the GameBump name, work experience, contacts, published material, and some flashy text for your resume. Also, you get to hang out with me and/or Aaron Dunlap - that's an experience that can't be replicated in and of itself.

We look forward to hearing from some great and talented people.

Instructions:
  1. Include your position in the subject line, either: staff writer, general contributor, programmer, editor, or graphics designer
  2. In the body of your email, include: any prior writing experience, your favorite game (and why!), your owned hardware, your preferred company (if you have one), how you heard about GameBump, what you think you can bring to the table, and why you're just dying to work here.
  3. Attached, please include: at least one-two writing samples; this can be anything, but don't let it be less than 500 words. We want to get a feel for your style more than anything. And no viruses, please.
Send your email to me here and I'll respond to let you know I received it. If I don't respond, send another copy to here. Good luck.


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GameBump is Hiring: Now you, too, can be tortured by our managementPosted 10:55pm Mon Jan 07, 2008 by Shiva Stella Tags: GameBump, hiring, job, torture, trial-by-fire, masochism, videogames, resume, experience, love

I promise the flames die down eventually...

GameBump is officially seeking to hire talented writers who are interested in working within the gaming journalism field, so if you've got mad writing skills, have a drive for seeking out the latest gaming news and reviews, and know your way around a console or two, you're just what this new, fresh site is looking for. It also helps if you can take a joke (see above).

Applicants need not have experience working on another site, but they must include some recent writing samples to prove they're not in the fifth grade. Accepted applicants will be put on probation until they find their niche, be it news, reviews, previews, editing, interviews, editorials, or various features. Previous experience within the industry is an obvious plus, but mostly we're interested in people with a passion for videogames who'd like to join this exclusive, innovative team.

GameBump is also searching for additional programmers and graphics designers to help lighten the load on the rest of us; simply include the position you're looking at in the subject line of the email and our very own programming or graphics specialists will talk with you about specific knowledge you should already have.

At current all positions are volunteer, but you get free games, the chance to attend events/trade shows under the GameBump name, work experience, contacts, published material, and some flashy text for your resume. Also, you get to hang out with me and/or Aaron Dunlap - that's an experience that can't be replicated in and of itself.

We look forward to hearing from some great and talented people.

Instructions:
  1. Include your position in the subject line, either: staff writer, general contributor, programmer, editor, or graphics designer
  2. In the body of your email, include: any prior writing experience, your favorite game (and why!), your owned hardware, your preferred company (if you have one), how you heard about GameBump, what you think you can bring to the table, and why you're just dying to work here.
  3. Attached, please include: at least one-two writing samples; this can be anything, but don't let it be less than 500 words. We want to get a feel for your style more than anything. And no viruses, please.
Send your email to me here and I'll respond to let you know I received it. If I don't respond, send another copy to here. Good luck.


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Ship Sails For Casino Royale Tie-InPosted 11:05pm Tue Aug 08, 2006 by The Gaming Horizon Archive Tags: James Bond 007 From Russia With Love, archive

This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.The original author is Philip Palmer.

Since Activision acquired the rights to the Bond series, it was assumed their first at bat would be an adaptation of the newest Bond film, Casino Royale. However, as it appears now, Activision won't have exclusive rights until September 2007, and therefore, instead of releasing a game based on the film nearly a year after it's run in theatres, Activision has decided to focus on a game based on the film after Royale instead, which is scheduled for release in May of 2008.In the meantime, Sharper Image is going to quietly make a killing on desperate Bond fans in search of cool gadgets.

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New Love Football ImageryPosted 2:45pm Mon Dec 19, 2005 by The Gaming Horizon Archive Tags: Love Football, archive
Namco has published new screenshots of its Love Football for the Xbox 360. The game is a soccer simulation title with Xbox Live support that is currently scheduled for a spring 2006 release in Japan.
Originally written by Shiva Stella

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GH Review: We Love Katamari (PS2)Posted 9:02pm Sat Oct 01, 2005 by The Gaming Horizon Archive Tags: review, archive, PlayStation 2, We Love Katamari

This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content. It was written by Eric Dayday.

The Lowdown

Last year, Namco scored a surprise hit with Katamari Damacy. Actually, surprise hit might be an understatement. Who would’ve thought that a game with a decidedly Japanese flavor, very artistic and minimalist graphics, a nonsensical story, and featured overly simplistic gameplay that had you rolling anything and everything in sight using just the two analog sticks would appeal to us Americans? Well, apparently it struck most of us as entertaining and now Namco has rolled out (pun intended) We Love Katamari for us to experience it all over again. So is it fresh enough to pick up or is it just more of the same? That depends on what exactly it is you’re looking for in the sequel.

The Good

Almost everything you know and love from the original Katamari Damacy returns in We Love Katamari, which could be a good thing or a bad thing, depending on your point of view. Since this is the good section, we’ll focus on the good.

The graphics return unscathed. That means plenty of angular models and blocky-headed characters – they remind me of a bit of those Little People toddler toys. Of course, without those designs, we couldn’t call this a Katamari game. It’s that design and artistic styling that gives this game its own distinct personality, and WLK is bursting at the seams with personality.

Continue reading...


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GH Preview: James Bond 007: From Russia With Love (PS2)Posted 1:13am Tue Aug 02, 2005 by Aaron Dunlap Tags: archive, James Bond 007 From Russia With Love, preview

This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.

The Buzz

Everybody, especially the ladies, loves James Bond. It could be that James Bond is the coolest person ever, but you’d never know it from most of the games we’ve been given.

Ok, so Rare’s Goldeneye for the Nintendo 64 is legendary, but what have we had since then? Tomorrow Never Dies was ridiculous and buggy, The World is Not Enough sold approximately nine copies, and most of the original Bond games like Nightfire and Agent Under Fire were only so-so. Let us not speak of Goldeneye: Rouge Agent.

Electronic Arts, the company we’re soon to be referring to as “overlord”, seemed to hit all the right notes with last summer’s Everything or Nothing. The story worked, the levels were pretty, the controls were solid, and the gadgets were cool. It wasn’t Goldeneye, but what ever will be? From Everything or Nothing’s slam dunk, EA Redwood is pushing the bar forward in quality and backwards in time to sort of “revisit” the classic Bond flick, From Russia With Love.

As absolutely every movie you’ve seen in a theater this year has been a remake of an older movie, it’s only fair that the gaming world get a crack at cinema history, too. MGM Studios was kind enough to let EA license everything there was about the second Bond movie, which is interesting for film buffs because MGM has classically been rather staunch with the James Bond license. Ever wonder why you never had a James Bond sleeping bag? Because they never made one. He’s licensed to kill; not licensed to swag.

All of the high points from Everything or Nothing are brought forward and kicked up a notch. The third-person perspective has been fine-tuned from the last game to provide even more visibility and versatility, the aiming system has been honed to allow for toggling between targeting specific body parts or items being carried by an enemy (shoot out their radios and they can’t call for backup while you pummel them, or shoot at the grenades on their belts and watch them go kaboom!) as well as allowing you to zoom in for a tight view with any weapon, and the intuitive puzzle-solving elements from EoN are matched with some interesting puzzles utilizing some of the electronic wizardry from Q-branch (laser watch, anyone?)

The game follows the movie’s story pretty much straight through, and as having seen the first 10 James Bond movies is a requisite for browsing this website, I needn’t elaborate. There are some missions that sort of drift off to the side of the story as well as a sort of prelude and epilogue mission too, so it isn’t as if you’re just watching the movie with an Xbox controller in your hand. If you closed your eyes you might think so, however, as none other than Sean Connery himself has done the voicework for his role in this game as well as (confusingly) some motion capture for the character.

Something that FRWL (writer’s tip: pronounce it “frowl”) has that many games claim to have is multiple routes to accomplish one task. In the game’s second level (the famous hedge maze scene) you have to make your way into a charming estate by sneaking through a elaborate hedge maze at night. You could of course go through the whole maze on your tippy-toes, avoiding the scattered and well-armed guards; you could also take a slightly more daring route and try to crawl over the hedge walls for a faster but possibly more revealing journey, or you could take out your machine gun and do that one thing that people like to do – you know, kill everyone in sight.

From Russia With Love sports over 12 weapons in the usual swing of games like this (pistols, silenced pistols, machine guns, rocket launchers, regular looking things that blow up or throw knives at people, etc) and an array of gadgets from Q himself. The surprisingly addictive Q-Spider puzzles from Everything or Nothing are replicated here with a Q-Copter that, like pretty much everything else James Bond has ever touched, can explode for devastating effect. The famous jetpack from the movie is in the game too, and purportedly a good deal of the game is spent wearing one. Many of us were shocked and amazed to find out that the always-sucky and dreaded action-game-driving-missions were actually pretty fun in EoN (rather than waste time making a half-baked driving engine for one or two levels, EA just borrowed Need for Speed’s engine from themselves) and they should be even better in FRWL. Forward-mounted machine guns, missiles, side-facing rams – what else could you want in your classic Aston Martin?

We’ve taken a look at the split-screen multiplayer mode, but haven’t heard any word as to whether or not to expect any online play. The split-screen mode is pretty slick, featuring some unique power-ups that can be used to upgrade your health and armor or downgrade an opponents’. The Q-Copter can be used in multiplayer mode too, for recon and for deadly explosions or poison-gas attacks.

The Prediction

From Russia With Love has everything going for it: solid engine, great movie license, long development cycle, original voiceactor, title starting with a preposition – it’s almost a sure-fire hit. A lot of Bond games have come down the pike, all claiming to be the best one, but FRWL seems to be confident in itself to not need to make boastful claims. By starting off with one of the best-liked Bond stories and Bond actors, and sparing no expense in recreating the look and feel of the 1960s environment and still making sure that there’s a real game under all the fluff, From Russia With Love may be the Bond game we’ve been waiting for since Goldeneye.


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GH Preview: We Love Katamari (PS2)Posted 3:09am Thu May 19, 2005 by The Gaming Horizon Archive Tags: archive, We Love Katamari, preview

This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content. It was written by Sean Kearney.

The Buzz

We Love Katamari, the sequel to last year’s clump-ball rolling game Katamari Damacy was on the showroom floor today, and Gaming Horizon got a chance to check it out. The playable demo featured two levels, and was E3 themed, with a few jokes thrown in specifically for the E3 attendees.

For those of you unfamiliar with the original Katamari Damacy, it is a uniquely addictive game in which you play as “The Prince of All Cosmos”, a young alien creature who is on a mission for his father, rolling up large clumps of random items into his “katamari”, or ball of collected stuff, to replace the stars in the sky, which have mysteriously gone missing.

You spend your time rolling your katamari around Earth, picking up items as you go along, and with each item you collect, your katamari gets a little bigger, until it becomes so big that you can collect massive homes and giant ships in it, as the goal of each level is to make a katamari of a certain size. It’s a simple enough concept, but it is in the game’s simplicity that its addictiveness and sheer pleasure really shine. The game is controlled mainly using the two analog sticks on the PS2 controller and features graphics that although rather simple for the power of the PlayStation 2, are completely stylized in a quirky and interesting way. These elements in the game, along with one of the most eclectic and catchy soundtracks in modern videogames, makes this a title that you can pick up and play again and again.

The demo of We Love Katamari showcased some familiar graphics and gameplay, and featured the return of the “King of All Cosmos”, who appeared in the demo to be a much more sincere character than in the first game and far less sarcastic to his son, The Prince, who returns as the game’s main character.

The most exciting new feature in the E3 demo was a new multiplayer co-operative mode, in which you and another player each control half of the same katamari, and have to communicate with one another in order to move the ball. The gameplay changes dramatically in this mode, as the two analog sticks on your controller function as one, and you are forced to work with the other player to get even the most simple movements from your katamari; in order to move forward in the game, both you and the other player must move both of your analog sticks forward at the same time, in order to stop moving, you must both stop at the same time.

Continue reading...


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GH Preview: We Love Katamari (PS2)Posted 5:08pm Mon Apr 25, 2005 by Tim Grube Tags: archive, We Love Katamari, preview

This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.

The Buzz

Katamari Demacy was a sleeper hit when it released on the PlayStation 2 last September. It is bizarre, but very original. To follow up with the series, Namco announced that they are developing the sequel and it won’t be called Katamari Demacy 2. Instead, We Love Katamari. Hey, another bizarre title—but I’m sure it’ll be another great game.

The sequel will continue the story that was left from the original where The King of All Cosmos grew to prominence after taking all of the Prince’s katamaris and restoring the stars. So now, The King of All Cosmos employed the Prince and his cousins to help with much larger tasks.

Gamers this time around will find themselves in a variety of new locations around Earth while keeping the same trademark graphical style and musical quality with an innovative soundtrack. A new thing that many will enjoy is the fact that gamers can also roll with a friend in the all-new two-player cooperative mode. Both players will control part of the clump and develop new strategies. Battle Mode will also be included with three size scopes for competitive rolling action.

The Prediction

Continue reading...


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