neil young

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  • LincVolt dies in a fire, is being rebuilt (video)

    by 
    Tim Stevens
    Tim Stevens
    01.03.2011

    Warm up those phoenix references, because this LincVolt story is a perfect candidate. We've been following Neil Young's crazy retro next-gen conveyance since its inception in 2008, and sadly the news of late has not been good. Just a few weeks after the car (and its proprietor) made an appearance at SEMA it (the car) was left unattended while charging in a warehouse. The pearly white land yacht caught fire and nearly burned the place down, but enough was able to be salvaged for the team to start a rebuild, largely thanks to not one but two donor 1958 and '59 Lincoln Continentals that will be providing the necessary panels and parts to replace those destroyed in the fire. You can see the pre-fire car and some highlights from SEMA in the video below, though you'll have to wait until summer to see it looking that good again.

  • See gameplay 'target' footage of Spielberg's canceled Project LMNO

    by 
    Randy Nelson
    Randy Nelson
    11.04.2010

    It's common practice for developers to create "target" footage of their games early in the development process in order to give their artists and designers something to shoot for. Following its look back at the now-canceled collaboration between EA and director Steven Spielberg, Project LMNO, 1UP has posted what it says is target gameplay footage from the cooperative "escape" game. It's a (very) brief clip, but it clearly shows the A.I.-driven future girl "Eve" from a first-person perspective, and actions that imply that it's the player's character looking at her. The player sniffs a rose that's sitting in a vase on the table of the diner they appear to be in, and passes it to her. Eve smells it next, showing a range of reactions on her face, then abruptly bolts from the table when a sinister black Humvee pulls up outside. This is presumably the beginning of an escape sequence, and sees Eve performing inhuman acrobatic moves to traverse the restaurant. The footage is clearly pre-rendered, and it's not much to go on, but it's unquestionably neat to see what Project LMNO could have looked like. You can see for yourself just after the break.

  • 1UP examines Spielberg's LMNO, the game that 'tried to do too much'

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    11.02.2010

    If EA and the Steven Spielberg couldn't pull of a first-person hybrid built on "escape gameplay" and driven by an emotional co-op dynamic, featuring an AI-controlled partner -- spoiler alert -- from the future, whose character evolution was to be determined by non-verbal interaction with the player, then who could pull it off? Probably no one. "LMNO," as this project was code-named, was officially canned by EA last month -- and it's been dead for at least a year, according to 1UP's new in-depth investigation into the game. The report -- and definitely read the whole thing -- is a compelling tale in and of itself: the inside scoop on a big-budget experiment (a "hyper-replayable" 2- to 3-hour game with no multiplayer) that would later morph into an Uncharted clone (complete with "an alien version of Megan Fox"), dubbed The Escape Artist, before being canceled altogether. But the LMNO story is also a striking reminder of just how inflexible AAA game development has become. EA tried admirably to invest in new IP several years ago, but its actually released games didn't provide the returns the publisher had expected from consumers. Had it come together as original designers Doug Church and Randy Smith once envisioned, LMNO could have been EA's most ambitious original IP to date. Instead, it fell apart as the industry fell back on iteration (you know, "sequelitis") and made jaw-dropping investments in socially-networked casual gaming as the path to future profitability. LMNO once carried the heavy burden of being the video game that would finally "make you cry." Assuming that the industry has yet to recognize this milestone as having been achieved, the mission now seems better suited for an indie developer with nothing to lose; one free from the concerns of the corporate goliath: namely, staying in business. [Pictured: Pre-Megan Fox "Eve" character concept; source: 1UP]

  • Ngmoco's iPhone titles nominated for a few GDC Online awards

    by 
    Mike Schramm
    Mike Schramm
    08.25.2010

    Nominations have been announced for the Game Developers Choice Online Awards (to be announced at the upcoming GDC Online conference in Austin), and iPhone developer Ngmoco has secured a few spots in among the rest of the big PC game developers. We Rule picked up nominations for Best Online Game Design, Best Online Audio, and Best New Online Game, and Godfinger was recognized in the Best Online Visual Arts category. iPhone developers Booyah and Digital Chocolate also got nominated, but both of those companies were chosen for their Facebook titles, not their iPhone creations. So congrats to Ngmoco -- the company has certainly made a splash on the App Store with its freemium model, but these nominations show that former EA exec Neil Young's company is competing on quality with much larger PC titles like League of Legends, Aion and Dungeon Fighter Online. The awards will be given out at GDC Online, taking place October 5-8 in Austin, Texas.

  • We Rule hits a million sessions in 24 hours

    by 
    Mike Schramm
    Mike Schramm
    03.26.2010

    Ngmoco CEO Neil Young tweeted on the official account that We Rule has reached a million app sessions in a 24 hour period, which means we can probably call their big freemium experiment an early success. We've seen quite a few people talking about We Rule and their accounts in our comments and on Twitter, so it's definitely out there and being played. But of course we have no idea yet just how well it's doing in terms of turning over in-app purchases and making money. Still, if his talk at GDC is any indication, Young doesn't really care: their main goal is to get lots and lots of people using the app, and a million sessions in a day sounds like they've either got that or they're well on their way. Which means you will probably see lots more of this on the store in the near future -- Godfinger is due out soon from Ngmoco (it's currently in their Canadian App Store "beta"), and of course we've heard that they've got no less than six iPad titles planned, undoubtedly some due soon after the April 3rd launch. Ngmoco's freemium model had its naysayers when the company first revealed their plans, but it looks like they've all quieted down -- they're off playing We Rule.

  • Ngmoco's We Rule is live, but buggy

    by 
    Mike Schramm
    Mike Schramm
    03.22.2010

    Ngmoco's We Rule is now available for download worldwide in the App Store -- it's the first ground-up game developed for their big freemium experiment, in which they give away a game and then support it with periodic updates, bringing in revenue with in-app purchases driven by social interaction and game design. I got to play the game at GDC a few weeks ago, and if you've ever played Facebook's Farmville, you'll find most of it very familiar -- you can plant crops, build a town, and earn money both by waiting in real time for investments to pay off, and trading/giving items among friends. Early App Store ratings are pretty good, and while the app doesn't seem to be charting yet, Ngmoco's Neil Young made it clear at GDC that this is a slow burn model -- they're not worried so much about charts as building up average daily users. Unfortunately, it seems the app suffered from some early bugs -- the game requires a 'net connection to run (like Farmville, it's very server oriented), and many users were having trouble connecting. Young wrote a blog post himself about the issues the other day; he says that it's primarily a server problem, and that the teams are working as quickly as they can to fix issues. Not unexpected -- Ngmoco's model calls for an "MVP" ("Minimum Viable Product") to be released on the App Store, so again, they're more interested in how the app does long term, not in the first few days. Other than the hiccups (which did result in a few bad App Store reviews and ratings), We Rule appears to be taking off carefully. We'll have to wait and see if the Farmville-style click-and-wait gameplay is enough to bring in those average daily users that Ngmoco is craving from the App Store.

  • GDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world

    by 
    Mike Schramm
    Mike Schramm
    03.15.2010

    On the third day of GDC 2010, Ngmoco's Neil Young took the stage in one of the largest rooms at the conference to talk about what his company had "unlearned" in its time in the App Store. Ngmoco has become a large and polarizing figure in the world of App Store development -- after starting out with a big investment from the iFund, it's moved quickly to become one of the biggest iPhone-only developers, and after starting out with a few premium titles like the very successful Rolando, have recently made waves with its "freemium" business model. Young talked about the company's history so far, and went in-depth on Ngmoco's plan for ruling the App Store and why he believes it's the "most significant shift and opportunity for [game developers] since the birth of this business." We've summarized Young's long address in this post. It was pretty incredible -- not only did Young lay out his idea of a clear plan for building and developing a large portfolio of very profitable App Store titles "at scale" (the company plans to release twenty new freemium products on the iPhone in the near future, as well as six titles on the iPad), but he made it very clear that he fervently believes that freemium and the model he's structured is the future of the video game business.

  • Neil Young sees opportunity for ngmoco to be 'as meaningful as Electronic Arts,' still focusing on iPhone

    by 
    Ben Gilbert
    Ben Gilbert
    02.25.2010

    [kyeung808] Following up on the recent purchase of Freeverse by Neil Young's ngmoco, the ex-Electronic Arts exec spoke business with PocketGamer. Young's remarks ran the gamut, touching on subjects ranging from the possibility of expanding to other mobile platforms (spoilers: it ain't happening) to how he feels about the future of his still nascent dev house. "Our opportunity is to build a company in this space that's as meaningful, impactful and long lasting as Electronic Arts," the ngmoco head said. And while he's still interested in the possible purchase of more studios ("We will continue to look for acquisitions that make sense at a studio or company level and acquisitions of applications."), he's still not committing to development for smartphones other than the iPhone. "The iPhone is in a strong leadership position ... I'd say that among the pack of competitors, Android is the furthest advanced but it remains significantly behind the iPhone and iPod touch ... for us the real focus is the iPhone OS," Young explained. We're not sure which parallel dimension's version of EA Mr. Young is comparing ngmoco to, but the EA we know makes its games for as many consoles as possible.

  • Ngmoco acquires iPhone game dev Freeverse

    by 
    Ben Gilbert
    Ben Gilbert
    02.24.2010

    Despite a still-wavering economy (and industry-wide layoffs), Neil Young's ngmoco has just bought up large Brooklyn-based iPhone game developer Freeverse. Gamasutra talked to both ngmoco and Freeverse, who (expectedly) had nothing but sugary kisses to throw at each other. "We've been thinking about how to accelerate our strategic growth though acquisitions of companies and intellectual property, and Freeverse was really at the top of our list," said Neil Young. Meanwhile, vice president of Freeverse Colin Lynch Smith described the relationship between his company and Young's as "like the perfect dating situation." Now things are really steaming up! The ngmoco head further describes his company's goal in the purchase as, "to acquire the companies we think have the right blend of talent and DNA and intellectual property we think will work well in the freemium space," echoing comments he made recently on why Rolando 3 never got to roll around on our iPhones. With plans to reach out to developers with the Plus+ SDK (the company's social networking service) in the coming weeks and an outwardly aggressive strategy to pursue the free-to-play market, ngmoco certainly has plenty on its plate in 2010.

  • Ngmoco picks up $25 million in funding, buys Freeverse

    by 
    Mike Schramm
    Mike Schramm
    02.22.2010

    TechCrunch is reporting that iPhone game company Ngmoco has just picked up $25 million in another round of fundraising, which they used to buy out Freeverse, one of the most storied Mac game developers (and recently, iPhone game developers) on the block. The two companies were already close -- Freeverse went with Ngmoco's Plus+ network for social connections in its games, including Flick Fishing and Moto Thunder -- but this buyout would put Ngmoco in charge of their whole catalog. Ngmoco CEO Neil Young says that he plans to take all of Freeverse's currently paid games and convert them all into the free-to-play model that Ngmoco has grown so comfortable with. It's a pretty bold move -- Ngmoco is seriously investing in this model (even to the extent where they'll cancel planned games unless they can squeeze them into the model), and now Freeverse will have to follow suit. There's no word on what will happen to Freeverse's significant Mac game library as well -- will that part of the company be split off? Will Ngmoco shut it all down and choose to focus on iPhone apps? Unfortunately, the only available information is the post on TechCrunch. We've put out calls to both developers and will get back to you when we know more. Update: Touch Arcade has interviewed Young. He doesn't mention Freeverse's Mac titles, but he does confirm that "freemium" is the way they're going to steer all of Freeverse's titles in the future.

  • GDC09: The four iPhone games ngmoco's Neil Young wishes he made

    by 
    Justin McElroy
    Justin McElroy
    03.25.2009

    Most of ngmoco's iPhone games have been insta-classics, but that doesn't mean it doesn't experience a little envy from time to time. We asked boss Neil Young which iPhone hits he wished that he had made.1. Fieldrunners (this was an easy one, which he answered without any need for reflection)2. Ocarina (though he would have done it differently)3. Pocket God (though, again, he would have done it differently)4. (he flips through his apps before answering) Aurora FeintHe also mentioned that he considered publishing the gorgeous Zen Bound, but the timing wasn't quite right. We'll give him half credit for that one. Look for more from our GDC one-on-one with Young coming soon.

  • GDC09: Joystiq lunches with gaming luminaries

    by 
    Joystiq Staff
    Joystiq Staff
    03.25.2009

    From L to R: Rob Pardo, Dave Perry, Neil Young, Gary Whitta, Brian Fargo, Will Wright, and Warren Spector Story contributed by N. Evan Van Zelfden Imagine sitting at lunch with Will Wright, Neil Young, and Warren Spector. They're each eating, laughing, and talking about game design with animation and enthusiasm. On the other side of the table are David Perry, Rob Pardo, and Brian Fargo.Collectively, you have the founder of Interplay, Blizzard's top designer, the father of Earthworm Jim, the man credited with Deus Ex, an iPhone pioneer, and the mind behind Spore – guided in discussion by screenwriter and former game journalist Garry Whitta.Also at the table, a dozen of the top game industry journalists sit quietly, taking notes and typing into small laptops. And excellent food is entirely secondary: it's the conversation that matters at this luncheon.

  • ngmoco's Neil Young speaks at GDC keynote

    by 
    Mike Schramm
    Mike Schramm
    03.24.2009

    Neil Young (not that Neil Young, the other one), former EA exec and head of ngmoco, fresh from his appearance at the Apple iPhone 3.0 event the other day, showed up on a keynote stage at the Game Developers' Conference in San Francisco to talk about the big, wrapped present that the iPhone and the App Store are to game developers. The platform is "better than the DS, better than the PSP," he said, referring to Nintendo and Sony's handheld gaming devices, because not only is tops in terms of usability (it's "always on, always with you"), and not only is it easier than any other platform to develop for, but the market is gigantic and growing -- unlike Sony and Nintendo's markets, there are no first party titles to compete with.Which makes a lot of sense (and Young should know -- his company is poised to become one of the platform's early big developers). Other game developers agree, too -- according to a survey at Games Beat 2009, the iPhone has beaten out social networks, web-based content and even consoles as the area that has the most potential for gaming. There's no question at all: the future is extremely bright for gamers on the iPhone.

  • GDC09: Why The iPhone Changed Everything

    by 
    Kevin Kelly
    Kevin Kelly
    03.23.2009

    If Apple is ever looking for a cheerleader for the iPhone, it needs to hire Neil Young, stat. In addition to having the same name as a rocker, he's extremely pumped about the gaming possibilities of the portable platform. He jumped ship from EA last year, and is now at ngmoco and loving all things iPhone.He announced the two upcoming sequels for Rolando, coming later this year (along with free updates and new worlds/levels). All told, by November 2009, ngmoco will have released three Rolandos, with "12 worlds, 148 levels, and 40 hours of gameplay." He also touted the fact that the company has raised $10 million dollars in new venture capital funding, showed off some video from the upcoming iPhone tower defense game, Star Defense, and waxed poetic about the rise of gaming on everyones favorite finger-smudge magnet. Check out the highlights, along with the video, after the break.

  • Neil Young's Blu-ray 'Archives' release back on: June 2nd for $299

    by 
    Darren Murph
    Darren Murph
    03.22.2009

    Take this with a huge grain of salt, but it seems that Neil Young's long (long) awaited Archives release on Blu-ray is back on track. Last we heard, the 10-disc set was shakily headed for a February release date, but given that it's March, we'd say that obviously didn't pan out. Down at South by Southwest in Austin, Young's manager Elliot Roberts was quoted as saying that the collection will now be released on June 2nd. Archives Vol. 1 1963-1972 will include 128 audio tracks (43 unreleased and 13 never-before-heard) along with thousands of images, lyrics, letters and memorabilia. The rough news is that the Blu-ray edition will run fans a shocking $299 while the DVD set goes for $199 and the CD version for $99. Better start saving up now -- worst case scenario, the June date will get bumped and you'll have three bills to blow on cheeseburgers and cookies.

  • Neil Young's Archives Blu-ray collection back on for February 2009?

    by 
    Darren Murph
    Darren Murph
    12.11.2008

    Hop back on the Neil Young roller coaster folks, this one's still spinning. The on-again / off-again nature of this release is becoming somewhat of a joke, but after hearing that the Blu-ray version of Archives Volume 1 (1963 - 1972) would likely be axed, HighDefDigest has it that the BD audio collection is back on track. Reportedly, it now touts a tentative street date of February 24 through Warner Music Group. If the set ever launches, it will undoubtedly be a beast: ten discs, over 128 tracks and the full-length documentary "Journey Through the Past." You could always spin the delay into a positive -- you know, considering that you'll probably need everyday between now and then to scrounge up the $431.99 (MSRP) it'll take to make it yours.[Image courtesy of SMH]

  • LincVolt launches new website, more details about the conversion process emerge

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    11.10.2008

    Some new details have emerged about LincVolt, Neil Young's latest foray into green auto, and we're more than happy to pass 'em along to you. According to our friends at Autoblog, the LincVolt shares more than just a name with GM's Volt, using a CNG engine to power the electric drive system so that the wheels are driven by the batteries alone. The car currently gets 50 MPG, but the LincVolt team are aiming at 100 MPG and a system that will achieve "over-unity" (generating more energy than is put in). The company has also launched a new website which will provide live data from Shakey's very own vehicle (voltage, battery charge, speed, etc.) as well as the typical blogs and forums. If that isn't enough, we've even included a video Neil driving his car, just in case you've never seen anybody drive a car before. Check it out after the break.

  • Neil Young starts Linc Volt electric car conversion company

    by 
    Nilay Patel
    Nilay Patel
    11.04.2008

    Sure, you've got a couple Neil Young CDs and maybe a battered Farm-Aid T-shirt, but if you're really into ol' Shakey, you'll pick up one of his hotrod electric Lincoln conversions. Yep, Neil's started a company called Linc Volt to develop electric car technologies, and he's already converted his own personal '59 Lincoln in an attempt to win the Automotive X-Prize -- a process that's the subject of an upcoming documentary. Young says he's mostly focused on developing the tech -- Linc Volt will provide instructions as well as performing the actual conversions. Sure, we're into it -- just make sure it's got one of those rumbling speaker systems and we'll take two.[Via AutoblogGreen]

  • Ng:moco's Young aims to create an early EA for the iPhone

    by 
    Mike Schramm
    Mike Schramm
    11.03.2008

    Touch Arcade has an interview up with Neil Young. Just like you, I was only slightly disappointed to learn that it was the Neil Young formerly of EA who recently formed ng:moco, quickly becoming one of the most high-profile iPhone game houses, not that other one. But only slightly, because also like many of you, I'm looking forward to Rolando and the "over a dozen" other games ng:moco is releasing on the App Store, and I'm interested to see what ng:moco has to say for themselves about the little iPhone game empire they're building.Unfortunately, TA didn't get a price or a strict release date out of Young for Rolando, but he does say that the game's shaping up well -- he even says creator Simon Oliver "could be the first Miyamoto of the iPhone," which, even if an exaggeration, is an interesting idea. They also discuss the plan behind ng:moco, a company which, like EA in the earlier days of PC gaming, aims to bring together publishers, designers, and promotion and sales all under one big roof. And the volatile issue of iPhone App pricing comes up, but I agree that the big balance on price always seems to be quality -- looking at a system like the Xbox 360's marketplace, you can justify almost any price for a game, as long as the user has an experience that feels worth what they paid.And finally, they hit on the iPhone's competitors, and it sounds like Young thinks Android phones have a ways to go -- the difference is not in the hardware (touchscreen, size, and so on), but it's in the usability and interface, and in those arenas, Young says, Apple still has the edge. Very nice interview with a company that seems destined to play a big part in the iPhone gaming market.

  • Neil Young's Archives Blu-ray collection likely axed, will be DVD only

    by 
    Darren Murph
    Darren Murph
    10.14.2008

    We're pretty sure we speak for music / Blu-ray fans everywhere when we say: "What?" At the JavaOne Conference in San Francisco earlier this year, one of the main news bits to emerge from the show was that Neil Young's entire music archive was going to be released in Blu-ray form. In fact, it was even stressed that BD interactivity would give purchasers the ability to download more songs, photos and tour information via their internet-connected decks. Now, we're hearing that the Archives Volume 1 (1963 - 1972) is being relegated to DVD only, and even the DVD collection is being delayed from November 3rd to "sometime in 2009." Of course, there's still time for Reprise to change its mind and appease all the Blu-ray lovers out in the crowd, but we aren't feeling too optimistic about the possible change of heart.[Image courtesy of Mashable]