Category Archives: Featured

Adult Swim greenlights Black Jesus from Aaron McGrder

Adult Swim have announced a new cartoon series from The Boondocks creator Aaron McGrder entitled Black Jesus.

The series will star Gerald “Slink” Johnson from Grand Theft Auto V as Black Jesus, as well as co star Charlie Murphy, Corey Holcomb and John Witherspoon from Are We There Yet, The Cleveland Show and Friday respectively.

Black Jesus, a present day live-action comedy, finds Jesus living in Compton, Calif., on a daily mission to spread love and kindness throughout the neighborhood with the help of his small but loyal group of downtrodden followers.

Ravens to play 49ers in Super Bowl XLVII

It’s set! The Baltimore Ravens will battle against the San Francisco 49ers for all the marbles in Super Bowl XLVII.

In a 28-24 battle in a city among the hills, San Francisco defeated the Atlanta Falcons in a last minute thriller, that saw Matt Ryan targeting Roddy White just short of first down.

The 49ers will be facing Baltimore Ravens who dominated the New England Patriots on Ray Lewis’ “last ride” which will end at Super Bowl XLVII — a fitting end to a Hall of Fame career.

Neon Alley Brings Streaming Anime To PS3

Introducing Neon Alley, a round the clock channel dedicated to anime exclusively on the PlayStation Network from Viz Media.

Viz Media has programmed the channel beyond their own library; as the channel will feature shows from other anime distributors. The shows on the channel are available in high definition and are also uncut, and are all dubbed in English.

Those interested in the free one-week trial will want to sign up at

GamerCenterOnline’s Game of the Year Awards 2011

It’s that time of  the year, where we grather up the most enjoyable titles of past year to generate at list of the most notable ones. Including, the most coveted award, the Game of the Year award.

With that said, these awards where decide on by a group of three “strong-mined” people, with each category being built of four nominees. However, only two title will be shown, respectively the winners and runner-ups in each questionably decided category.

Most Underrated Game of the Year
Winner – Rayman Origins
Runner-up – Ghost Trick: Phantom Detective

Best Indie Title of the Year
Winner – Bastion
Runner-up – Minecraft

Best Shooter
Winner – Battlefield 3
Runner-up – Call of Duty: Modern Warfare 3

Best Action-Adventure Game
Winner – Batman: Arkham City
Runner-up – Assassin’s Creed: Revelations

Best Sport Game
Winner – NBA 2K12
Runner-up – FIFA Soccer 12

Best Original Soundtrack
Winner – The Elder Scrolls V: Skyrim
Runner-up – Dark Souls

Best PC Game of the Year
Winner – The Witcher 2: Assassin’s of Kings
Runner-up – Portal 2

PSP Exclusive of the Year
Winner – Monster Hunter Portable 3rd
Runner-up – Dissidia 012 Final Fantasy

DS/3DS Exclusive of the Year
Winner – Pokémon Black Version and Pokémon White Version
Runner-up – Super Mario 3D Land

Multi-Platform Game of the Year
Winner – The Elder Scrolls V: Skyrim
Runner-up – Batman: Arkham City

XBOX 360 Exclusive of the Year
Winner – Gears of War 3
Runner-up – Forza Motorsport 4

PlayStation 3 Exclusive of the Year
Winner – Uncharted 3: Drake’s Deception
Runner-up – LittleBIGPlanet 2

Nintendo Wii Exclusive of the Year
Winner – The Lengend of Zelda: Skyward Sword
Runner-up – Kirby’s Return to Dreamland

Game of the Year
Winner – The Elder Scrolls V: Skyrim
Runner-up – The Legend of Zelda: Skyward Sword

Neighbors from Hell Reader’s Contest

Neighbors From Hell On TBS

We’re back again! This time it’s a contest brought to you by the fine people that gave us TBS’s new animated series, Neighbors From Hell. And, lucky, there isn’t much needed for you enter.

Just comment and you’ll be enter into a drawing to win an container of 200 Neighbors from Hell Atomic Fireballs and Devil Rubber Ducky toy. However, there’s only one rule; you must be a resident of the United States.

Please leave your real e-mail — that way you’ll be able to get your prizes.


Pint Shot Riot!’s Baby Dave Interview – “A Gaming Music Generation”

I recent had the chance to sit down with Pint Shot Riot’s Baby Dave to talk about their future within the gaming industry and what they think of it thus far.

GCO: I’ll like to start this interview with some general questions — if you don’t mind. How do you feel about video games this day in age?

Bady Dave, Band Member/ Band Representative: “I feel there has been such amazing developments in video games since I started playing them it’s unreal. I definitely enjoy a session in my spare time and the games are getting better and better.”

GCO: If you were on a isolated island, which console would you take with you — just for keeps, of course?

BD: “Definitely an Xbox 360, especially if it is hooked up to Xbox live!”

GCO: Do you believe that Dante’s Inferno should get a sequel?

BD: I’ve no idea I’ve not played it sorry

GCO: Now, with those question out of the way, how did you all get into the EA Games, and how has the experience been so far?

BD: “We were spotted by E.A, they approached us and it just went from there really. It has been an amazing experience so far, especially being on Fifa, which has been my favourite game series for years!”

GCO: What’s the story behind your band’s name?

BD: Rocket was texting his friend one day when he noticed that if you use predictive text, the words pint, shot and riot are typed in with the same numbers and it just seemed a perfect fit for us.

GCO: If you weren’t making music, what would do?

GD: Spend a lot more time playing Xbox for one! I’d probably teach music if I wasn’t making music full-time, I always enjoy passing on tips to people learning the bass guitar.

GCO: I know these aren’t a EA game, but are you guys planning on playing God of War III, or Final Fantasy XIII?

BD: Not for me actually, I’m not a massive RPG fan, I prefer sports or fighting games.

GCO: Are you please tell our reads how they could be more involved with your band?

BD: Sure, you can find us on and you will find links to our Facebook and Myspace pages there too. We have some free downloads available there too so feel free to get amongst it!

GCO: That said, I’ll like to thank you for your time.

BD: No problem, thank you too! Baby Dave

[EA Music – Blog - Facebook]

Duke Nukem: D-Day Teased, New Duke Nukem Title?


Earlier this year, the 12 year-long development soap opera that was Duke Nukem Forever’s development cycle came to an end, marked by the laying off of almost its entire development team at 3D Realm. However, today, rumors point to there being a new installment in the works, teased by the Facebook account for our catchphrase-spouting hero himself, Duke Nukem, reports GameSpot.

The account, created last week, seems to be a viral marketing campaign for Duke Nukem. Which, after posting the status “Duke Nukem doesn’t stay down for long”, released this screenshot (pictured above) – picturing a helmeted soldier shooting a rifle at a towering monster inside a sports stadium, a picturesque scene from the leaked Duke Nukem Forever footage.

Unfortunately, there’s little chance that our catchphrase-spouting protagonist will be blasting aliens anytime soon. You see, the Duke Nukem license is currently at the center of a heated legal dispute between 3D Realms parent Apogee Software, who retains ownership of the Duke Nukem IP, and Take-Two Interactive, which lays claim to Duke Nukem Forever’s publishing rights.

Lead & Gold – Martin Wahlund Interview “The Good Old West”

We recently sat down with Martin Wahlund (CEO, Fatshark) to talk about their upcoming downloadable title, Lead & Gold: Gangs of the Wild West – a third person multiplayer-oriented shooter aiming to give players “a chance to relive the thrills of a gunfight in classic western settings.”. Enjoy.

GCO: What’s the general idea behind Lead & Gold?

Martin Wahlund: To deliver a fun and good looking multi-player game with strong game modes that suits the western setting well. This, at a very good price for the players.

GCO: People have called Lead & Gold “Team Fortress meets the old west”, what do you have to say about that?

MW: It is not that far off. Team Fortress is great and there are many common elements in the games but also many differences.

GCO: Lead & Gold is a team based multi-player experience. Please describe some key elements in the game.

MW: Team play. You win as a team or lose as a team. Another key element is the class that you chose to play, it dictates the way you play in each scenario.

The in-game leveling system is also something that stands out; you get experience from completing mission objectives or killing enemies. The character then, evolves by gaining improved synergies.

GCO: Does Lead & Gold have some kind of perk system, much like that in the Call of Duty games?

MW: Not directly. The closest thing is the synergies that the characters get when you level up your character in each scenario.

GCO: We’ve noticed that Lead & Gold uses the same engine as GRIN’s Bionic Commando. Were there any setbacks caused by GRIN’s closing during development?

MW: Well, we worked close with GRIN and it was a shame to see the studio close down but we are still alive and kicking.

GCO: Is there support for dynamic (explosive) environment in the game?

MW: In some sense, yes. You can destroy certain objects with a well placed powder keg. It could be a wind mill or a door.

GCO: Going back to perks. Is there a class system?

MW: Yes. There are 4 main classes in the game at release, the trapper, the blaster, the deputy and the gunslinger. All of them have a special ability for example the trapper can set traps. We hope to release more characters as downloadable content in a near future.

GCO: When can we expect Lead & Gold to release?

MW: Q1 2010.

GCO: Thanks for your time.

Tumbling After Interview – Yuri Lowenthal & Tara Platt

We recently had the chance to speak with Yuri Lowenthal and Tara Platt, known for their healthy career in the gaming industry, about their latest venture together “Tumbling After”.

GCO: For those that aren’t up to date with what you have done in the past, can you guys list some of your past works – both within the video gaming industry and on-screen?

Sure, Yuri might be best known for his work in video-games like The Prince of Persia series (as the Prince) in Sands of Time and Two Thrones. He also recently worked on Afro Samurai (Jinno/Kuma) – both the video games and series – opposite Samuel L. Jackson, Lucy Liu and Ron Perlman. He’s been in countless other game titles from .Hack// (Haseo), Saints Row, Persona 3 & 4 to Final Fantasy, as well as anime series Naruto (Sasuke), Gurren Lagaan (Simon) and more. He also does a lot of original animation work, having starred in Legion of Superheroes (Superman & Superman X), Ben Ten: Alien Force (Ben), Wolverine & The X-Men (IceMan) in addition to on-camera jobs. Most recently on TV he had a recurring role on Terminator: The Sarah Connor Chronicles (Christopher Garvin) as well as recurring on The Gilmore Girls (Carl).

And Tara is no stranger to video games, animation and television as well. In video games, some of Tara ‘s credits include Resident Evil: Umbrella Chronicles (Red Queen), DC vs. MK (Wonder Woman), Persona 3 (Mitsuru) and Soulcalibur (Setsuka). In anime, she’s also on Naruto (Temari), Blue Dragon (Cynthia) and Buso Renkin (Tokiko). Tara also worked on Legion of Superheroes (DreamGirl). On-screen in film and TV she’s appeared in Gilmore Girls (Shelly), Charmed (Muse), recurring on Attack of the Show (Baronness & Spoiler Whore) as well as several indie films: Death’s Door, Time & Tide and Tumbling After, the feature film that we wrote, produced and completed this year under our production company Monkey Kingdom Productions. Clearly we don’t like to sit still…:)

GCO: How did you guys use your experiences with your recent venture “Tumbling After”?

Well, I think simply being in the entertainment industry as long as we have definitely helped us as we worked on Tumbling. It was its own unique process, which I don’t know that anyone could have been totally prepared for given the circumstances. And there were certainly moments when things got hairy, that we had to say, “This is just the way it’s gonna go!” and not take it personally or get bummed out, or we wouldn’t have finished the film at all. Yuri jokes that making Tumbling was our equivalent to going to film school; we had to learn on the spot and make things happen however we could just to get through the day.

We certainly called a few favors from people we know in all areas of the business. At every step of the process. It’s really the way things get done here, we’ve found. First it was calls to see if people could jump in as cast/crew, then it was to see if they could help in post-production. Those friend-favors are invaluable and we owe the caliber of the film in great part to the hard work and efforts of those people…which we couldn’t have accessed without having laid the groundwork in our personal careers up to that point. It’s such a huge undertaking, making a movie, that there’s a lot of trust involved, from start to finish, which is kind of funny, because trust is a major theme in the film.

GCO: When you hear the name “Tumbling After” you hear the ringing of the popular children song “Jack and Jill went up the hill”, was that you inspiration for the name of the movie? If yes, why?

Great! Then it’s working. Although the film is a psychological thriller, we like the eerie feel you get when you juxtapose children’s rhymes with scary ideas and images. Most of those fairy tales are pretty scary when you get right down to it, anyway. The main characters are named Jack and Jill for that reason, so that you are following the ‘tumbling after’ that befalls them. In fact, our tagline for the film is “Jack and Jill went up the hill to fetch a pail of water, Jack fell down and broke his crown and then began the slaughter…”

It’s funny really, since when we started filming we thought we might name the characters Jack and Diane, like the John Cougar Mellencamp song but fate stepped in and we ended up changing Diane to Jill just before shooting. And it all lined up perfectly. We couldn’t have planned it any better, really, since the character of Jack starts the film having just had a mental breakdown (he broke his crown) which sets all the events in motion (slaughter, you ask? Well, you’ll just have to watch and see.). So, yay! We’re glad that those images were conjured when you heard the name. Success!

GCO: Monkey Kingdom Productions. This has to be one of the most unique names I have heard in a long time, how did you guys come up with it? What’s the reason behind the name?

Why thank you! It actually stems from Asian myth and legend, by which we are both intrigued and inspired. In Eastern mythology, there is a Monkey King god. The Monkey King is a trickster god, always playing pranks on the bigger more powerful gods. We liked this image of the clever underdog, especially in the studio-powerful entertainment industry. So, we took that idea and our love of teamwork or a ‘kingdom’ of people, since in this business a successful project is never the work of a single person, and we created Monkey Kingdom Productions. ‘Cause when you’re having fun, its not really working, right? And if we don’t take ourselves too seriously and allow ourselves to play, then we’re just monkey-ing around. As we like to say, “C’mon monkey, let’s make a movie!”

Currently we’re shopping Tumbling After to several distributors and we are also in production and filming our next feature film, a documentary about the world of comic/cartoon/anime/video game conventions from the perspective of actors who travel there, since we live that firsthand. We are also co-authoring a book on voice-over due out this fall entitled Voice-Over Voice-Actor: What It’s Like Behind the Mic, so keep your eyes out for that. Like we said earlier, we’re always on the move!

Darkest of Days Interview “Time Is The Battlefield”

Time is an aspect that passes throughout our minds even when we aren’t supposed to watch it. Speaking of time, I can’t remember how many video games I have played featuring ‘time travelling’, though I can tell you that seven times out of ten they seem to disappoint. But when we sat down with Aaron Schurman – CEO of Phantom EFX, the publishers of Darkest of Days, set for release on the PC and 360 – he gave us a new reason to believe.

GCO: Your game has recently gained some hype within the industry. Can you tell us about the setting for Darkest of Days and how it was originally conceived?

Aaron Schurman: Darkest of Days has been a dream in my head for about ten years now. Being such a huge gamer, I dreamt of a game that would allow me to visit different battles all within the same title. The game really started that simple. I wanted to visit various fantastic places, such as WWI, WWII, Little Big Horn etc. all in the same experience. Not only did I want to go to various places, I wanted to be in impossible situations: some of humanity’s darkest days in history. The places that immediately entered my mind were events like Little Big Horn, where no U.S. Cavalrymen survived the battle; places like Tannenburg where 80,000 Russians were lost; places like Antietam, the bloodiest day in American History. As I began to think of events like this, I realized there are hundreds of them from all over the world, in every culture, time, and place. Time travel was the evident way to make it happen, but knew it had to be pulled off 100% accurately. It had to make sense, it had to be engrossing, and it had to be realistic.

The exciting notion of Darkest of Days and the type of game it could become made it impossible to accomplish at that time. First of all, there was a severe lack of capital. The next biggest problem was that I envisioned a game where the events were incredibly realistic. If you are going to go back in time, I want the American Civil War to be chaotic, bloody, and terrible – not some vision where there were ten guys on the screen at once. For realism’s sake, there had to be hundreds and hundreds. This, again, made it impossible to even attempt at that time from a tech standpoint. Most importantly, I wanted to make the game myself and not sell the idea.

Years later, after we had established a working game company with great titles and a working knowledge of the development process, we set out to make our own engine, one that could support the lush, varying, detailed environments as well as the hundreds of soldiers. The engine also had to support both long-distance terrains as well as narrow cityscapes (to accurately pull off environments like Pompeii). After the amazingly talented folks at 8monkey Labs created the Marmoset engine, it was finally time to work on the most difficult era, the U.S. Civil War. We picked this area first since it was going to be the most complex to pull off; we wanted it as realistic as possible with so many men doing so many different things at the same time. Once we built it and pulled and pruned it to perfection, it was so harrowing that every time we played it everyone got goose bumps. There was no problem raising capital at that point.

GCO: With a story this interesting, who is the “bad” guy or guys within your title? Or is that a slowly uncovering fact of the game?

Schurman: You have picked up on one of the things readers of the story have been amazed by – the story itself! I have never played a game that has this engrossing or detailed a story. So many folks tout stories in their games, but in reality there is little there. This game will really get you thinking, and that’s what we set out to do.

Time travel is such an amazing thing, with so many possibilities. It’s really a fantasy place our minds like to go to. It’s been so poorly done so many times – it seemed that folks just begged for a story that was believable and “could come true,” as a lot of testers say.

The player gets a chance to “choose where they want to go” as they begin to save folks from history that were never meant to die. As they save these people, and begin to save history, the folks who screwed it up in the first place begin to take notice, and the fight is really on. Not only will people have to deal with being dropped into a fierce environment with death all around them, they will have to deal with other time travellers trying to fit in. It’s pretty wild! It’s awesome to watch how folks have to play that next level to see what happens. I honestly have not seen testers respond like this to a game, where they literally /had/ to get that next part done, or travel to that new time frame to see what happens. It really brings back the fantasy in games. It has been incredible to watch people’s reactions as the perceived “good” and “evil” forces battle.

GCO: I have played many games that have dealt with the time aspect. Can you tell me, since you play as a time traveller, if there are any powers within the game?

Schurman: One of the biggest “powers” a player can have is to possess a weapon in a time frame that does not belong there. You are quite powerful in 1865 with a fully automatic weapon. The tricky thing in developing the game was to give the player a roller-coaster ride of situations, and face them with different weapons. You fight with all the period weapons in all of the six times you travel to – however, in each era, you get your hands on things you shouldn’t.

There is also a matter of “clean up.” As you progress through the game and you begin to accomplish your objectives, there are always repercussions of your actions. As hard as you may try, you may accidentally kill someone that was supposed to have survived the battle, triggering some events. Or, you may be too accurate with your shoulder-mounted rocket launcher in an ancient battle, single-handedly changing the entire tide of the battle. You will need to correct some mistakes, and that always calls for heavy equipment.

GCO: How long have you guys been working Darkest of Days?

Schurman: We have been on the project for just about three years. The first half of that time was spent on building the Marmoset Engine while we wrote story, invented characters, and produced concepts of locations.

GCO: At what stage of development is the game now?

Schurman: The game is in the final stages of testing and is all but complete. NVIDIA has taken great appreciation of the PC version and has been working hard with us to add some pretty incredible special effects that will benefit users. The console version is in the final stages as well.