Showing posts with label Games News. Show all posts
Showing posts with label Games News. Show all posts

Friday, August 27, 2010

L.A. Noire delayed again - Analyst

L.A. Noire delayed again - Analyst
In June, Take-Two Interactive said L.A. Noire would launch in the quarter ending October 31. Since that time, the publisher has barely mentioned the Rockstar-published, Team Bondi-developed game, much less ramped up a pre-launch advertising blitz. In a note to investors this morning, Pacific Crest Securites' Evan Wilson gave a possible reason for that, saying retail sources have told him the game is being delayed into next year.


"We have confirmed the delay of L.A. Noire from fiscal Q4 (Oct.) well into [fiscal] 2011 [November 1, 2010 to October 31, 2011]," Wilson wrote. "As far as we can tell, Take-Two has not shown the game to retailers."

Representatives with Take-Two and Rockstar had not returned GameSpot's requests for comment as of press time.

By Wilson's count, L.A. Noire would be the 20th major delay for the publisher since its current management team took over in 2007. L.A. Noire would have accounted for three of those delays.

Wilson doesn't believe the delay will prevent the publisher from missing its full-year financial guidance. He said the company set the bar conservatively low with its numbers, and whatever negative impact it might have on the company's fourth quarter results could be made up for by continued strength of Rockstar's last title, Red Dead Redemption.

"Clearly, management either has no control over the release of its games, cannot accurately predict the timing of their completion or is not concerned with the forecasts it issues to investors," Wilson wrote. "In any case, the delays have reinforced the low confidence we have in current management. We continue to have low confidence that management has any idea about when its games will actually be released and believe the confidence that it displays to investors is misplaced."

The debut effort from Australia-based Team Bondi, L.A. Noire takes place in 1940s Los Angeles, a popular setting for detective films and novels. The game will have players entangled in a violent web of vice, corruption, and crime in the titular metropolis's underworld, tasked with solving a series of murders in what Rockstar describes as an "open-ended challenge."

L.A. Noire was originally announced as a PlayStation 3 exclusive in 2005, with Rockstar picking up the publishing rights to the title the following year. Rockstar cofounder and creative director Sam Houser is executive-producing L.A. Noire, with Team Bondi founder Brendan McNamara (writer and director of The Getaway) serving as director of development.

Saturday, June 5, 2010

Deus Ex: Human Revolution taking up arms early 2011

Source By GameSpot

Eidos Montreal's cyperpunk action-RPG sequel gets a release window, extended trailer for E3.

The Deus Ex series has been dormant since 2003's Deus Ex: Invisible War came out, but the series is finally ready to emerge from hibernation. In a trailer released today for Deus Ex: Human Revolution (see below), Square Enix revealed that the game has been set for an early 2011 launch window.

Here we see that Adam has equipped a level-3 dramatic lighting mod.

The third installment in the series, Human Revolution will return to the franchise's roots in a number of ways. The game's story will be a prequel set in the year 2027, just as "human augmentation"--enhanced abilities through technological implants--is starting to enter wide use.

As for gameplay, developer Eidos Montreal has said it is attempting to "stay true to the original game," allowing players to choose their own approach to each level. Depending on the augmentations players choose, they can go through each part of the game with a focus on combat, stealth, hacking, or even social interactions.

Friday, June 4, 2010

Lord of The Rings Online to go free to play

Massively multiplayer online role-playing game Lord of the Rings Online is to go free-to-play, Warner Bros. Interactive Entertainment and Codemasters announced today. This will make LOTRO Warner Bros' second free-to-play MMO, after the successful switch away from a subscription model for Dungeons and Dragons Online last year.


Lord of the Rings Online: Shadows of Angmar was released to critical acclaim in 2007, with expansions following in 2008 and 2009. Subscriptions to play currently cost up to $15 a month. The game will be free to play, but a new online LOTRO Store will allow players to purchase "expansions, quest packs, items, and account services a la carte," according to Warner Brothers. As with DDO, players will also be able to buy a VIP package, which gives players access to all of the premium features for one price--though the price itself was not revealed.

The project will be among the first overseen by Jeff Junge, WBIE's newly appointed senior vice president of online games and digital games platforms. Junge was given responsibility for the firm's entire digital games business in May. Codemasters will continue to publish the title in Europe alongside DDO, which it also publishes in the region.

LOTRO is developed by Turbine, which WBIE acquired in April to consolidate its control of Lord of The Rings gaming licences. The acquisition followed the Warner's re-acqusition of non-MMO rights to the franchise in March 2009. LOTRO was originally published by the now-defunct Midway Games.

The move will see LOTRO and its expansions disappear from store shelves, as all the distribution will be done through the new LOTRO online store. WBIE has said that the free-to-play version of the MMO will be available to play at the Electronic Entertainment Expo later this month.

Thursday, June 3, 2010

EA to reboot NBA series

EA Sports will reboot its NBA Live series of basketball games this autumn with new physics and control systems, as well as a new name: NBA Elite. NBA Elite 11, due for release in October on the Xbox 360 and PlayStation 3, will follow last year's NBA Live 10.

The new controls, says EA, are built around a "hands-on control" scheme that maps a player's movement to actions on the court, as opposed to triggering predetermined animations. In the game's new skill-based shooting system, success will rely on accurate player input rather than "randomly generated dice rolls," the megapublisher said.

EA's NBA-licensed basketball games have sold more than 25 million units since 1995, according to TRST/NPD data. EA will be hoping a rebranded, reinvigorated NBA franchise can see off the competition from 2K Sports' NBA 2K series.

The changes were rumoured last week, thanks to leaks and a cryptic teaser posted by EA (shown above). NBA Live 11 will be released this October and is not yet rated by PEGI or the ESRB. 

Friday, May 28, 2010

Pokemon multiplying on Wii, DS

Source: GameSpot

Pokemon HeartGold and SoulSilver haven't even fallen out of the NPD Group's top 10 monthly sales chart yet, but Nintendo has already lined up their successors. The company today announced that Pokemon Black Version and Pokemon White Version will arrive on the Nintendo DS in North America and Europe in spring of 2011. Additionally, European Poke-maniacs unwilling to wait that long will be able to tide themselves over with PokePark Wii: Pikachu's Adventure starting July 9.

Beyond a new storyline and monsters to catch, details on what gamers can expect from Pokemon Black and White remain slim. However, Nintendo has previously said that the game will be a "groundbreaking evolution of all aspects," though it will presumably maintain its traditional adventuring and battle mechanics. As for the dual name, Nintendo traditionally releases near-identical editions of the same Pokemon game under slightly different monikers, encouraging players to exchange captured monsters between versions.

Details are much easier to come by on PokePark, which launched in Japan last December. The game revolves around Pikachu, who must save the PokePark after its Sky Prism is destroyed. The gameplay will be based around searching the park to pick up the Prism pieces with the help of key Pokemon. There will also be mini-games at many of the attractions, including races, strength tests, and obstacle courses.

For more on Pikachu's Adventure, check out GameSpot's Import Friendly coverage of the Japanese edition of the game, starting at the 7:48 mark of the video below.


Friday, May 21, 2010

Fable 3 PC launch confirmed

Source: GameSpot

Fable III is still due for release in time for Christmas 2010 and will be coming to the PC, Microsoft confirmed today. The publisher also announced that the Lionhead-developed role-playing game will ship in both limited-edition and standard flavours, with the former containing playing cards and a guild coin, as well as bonus in-game content.


The in-game extras will include a new quest to unlock a legendary weapon, an exclusive location, a unique outfit, and a new breed of dog, the Boxer. The standard edition on the Xbox 360 will retail for £49.99 in the UK, $59.99 stateside, and €64.99 in the Eurozone. The Windows equivalent will cost £39.99/$49.99/€54.99.

The limited edition (pictured above) will retail for £59.99/$79.99/€84.99 and will be available exclusively for the Xbox 360. The in-game items that come with this deluxe version will be available for those playing on the PC platform as well, though it is not yet clear if this will be through premium downloadable content or offered for free.

Fable III, which was confirmed at GamesCom 2009 in Cologne, is the latest entry in a franchise that has been tied up with the Xbox since 2001, when the first game in the series was shown off at the Electronic Entertainment Expo under the name Project Ego. Fable II was the first to appear on Microsoft's current console but failed to make an appearance on the PC, despite the success of the first game in the franchise on that platform.


Thursday, May 20, 2010

UFC 2010 Undisputed's online mode locked

Last week, Electronic Arts made the controversial announcement that all its sports games will require a one-time code to unlock their online modes. The practice, which effectively adds $10 to the price of used games, begins next month with the launch of Tiger Woods PGA Tour 11. During an earnings call yesterday, French publisher Ubisoft said it would likely adopt a similar policy to reap revenue from used game sales, which currently do not benefit publishers directly.

Now a third publisher has revealed it, too, will begin shipping games that come with locked online modes. Following reports on sports game site Pasta Padre, GameSpot has confirmed that THQ's UFC 2010 Undisputed will require a similar one-time code to play on Xbox Live or the PlayStation Network.

According to the description on the back of the manual, the 12-digit code--which is completely free with new versions of the game--is needed to create or join an online training camp and to participate in any of that camp's functions. These include training, sparring, and competing online with other camps' members. The code will also be needed to unlock online exhibition mode, as well as achievements and trophies that require group participation.

Though THQ had not responded to GameSpot's requests for comment as of press time, Web blog Destructoid is reporting the company has offered the following statement: "The main enhancement of UFC Undisputed 2010's premium online content is the new 'Fight Camp Mode' in which players can assemble ranks of up to 40 people and train together. This is a significant value-add to the game as players can continually improve their skills by training with their friends and bringing teams of MMA specialists together."

The statement continues, "This multiplayer content for UFC 2010 Undisputed will be available via a one-time code included with the game at purchase. Codes for accessing the content will be available for second-time buyers for an additional $5." It promised more details soon on the game's community Web site.

In February, THQ announced that Brock Lesnar would be the cover athlete for UFC 2010 Undisputed, the follow-up to last year's 3.5 million-unit hit. The game will feature more than 100 other fighters from the mixed martial arts league, as well as commentary from Joe Rogan and Mike Goldberg. THQ has also introduced a new sway and posture system to enhance a player's ability to defend and deliver coups-de-grace attacks, as well as incorporated new moves from the sambo, karate, and Greco-Roman wrestling disciplines.

Source By GameSpot

Tuesday, May 18, 2010

Ghost Recon: Future Soldier pushed further into future

When announcing its $54 million full fiscal year net loss today, Ubisoft addressed an ongoing reorganization of its studio teams "to release new iterations of our major franchises on a more regular basis." A post-earnings conference call underscored the need for regularity, as Ubisoft used the forum to announce the delay of the upcoming tactical shooter Ghost Recon: Future Soldier.

Previously expected to launch during the 2010 holiday season, Future Soldier has been furloughed until next year. Citing "a very competitive environment," Ubisoft CEO Yves Guillemot said it would be holding the game back until the quarter ending March 31, 2011.

While the holiday season's lineup won't be brought into focus until next month's Electronic Entertainment Expo, the last stretch of 2010 could play host to a veritable brigade of military shooters. In addition to Activision's Call of Duty: Black Ops, Electronic Arts is preparing a revival of its Medal of Honor franchise, and even in the tactics-focused subgenre, Sony has the Zipper-developed SOCOM 4 set for release by year's end.

First announced in April 2009, Ghost Recon: Future Soldier gets its name from the "Future Soldier" programs being conducted by the US and its NATO allies. The initiative, currently part of the US Army's Brigade Combat Team Modernization Program, focuses on outfitting infantrymen with networked communications and high-tech equipment.




Source By GameSpot

Tuesday, May 11, 2010

EA trims full-year losses to $677 million

Less than one week after its archrival Activision Blizzard reported a January-March quarterly income of $381 million on revenues of $1.3 billion, Electronic Arts has delivered its annual and fourth-quarter earnings. Suffice it to say, the results weren't nearly as pretty.


For the full fiscal year, EA posted net revenues of $3.654 billion, well off the $4.212 billion it reported for the year prior. Blunting this decline, EA noted that it ended the year with $766 million in deferred income, or money related to certain online services that it will recognize over individual games' lifetimes. Having reported a $1.09 billion deficit last year, EA said today that losses for the just-ended fiscal period amounted to $677 million.

Considering the strength of EA's top-of-the-year lineup, it comes as no surprise that the publisher had a strong fiscal fourth quarter. During the January-March window, revenues hit $979 million, up 14 percent from the $860 million posted during the same period in 2009. EA also turned a $30 million profit during the quarter, reversing last year's loss of $42 million.

EA Dice's Battlefield: Bad Company 2 led the publisher's offerings during the quarter. To date, the top-rated modern-day shooter has sold some 5 million units on the Xbox 360, PlayStation 3, and PC. Other top performers during the quarter included BioWare's highly regarded Mass Effect 2 and Visceral's less-than-stellar Dante's Inferno. During the year, FIFA 10, Madden NFL 10, The Sims 3, Battlefield: Bad Company 2, and Need for Speed: Shift all sold in excess of 4 million units.

Though its release came outside the fiscal year, EA also trumpeted the fast start of 2010 FIFA World Cup: South Africa. The soccer sim--which scored high marks on the Xbox 360, PS3, PSP, and Wii last month--has already sold nearly 2 million units to date.

As it did last quarter, EA also laid out its release schedule for its in-progress fiscal year ending March 31, 2011. Notably the updated release lineup includes a few alterations. Previously slated for a first quarter release, EA now expects to launch Need for Speed World during the July-September quarter. EA also appears to have delayed its unspecified "Action Title TBA ('full game download' for consoles)" out of the fiscal year.

EA expects to pull in $710 million to $750 million during its April-June 2010 quarter, with earnings per share to come in between a $0.05 loss to a $0.05 gain. While those figures are in line with last quarter's projections, EA revised its full-year earnings expectations range, anticipating it now to fall between $3.35 billion and $3.60 billion. Loss per share is now expected to come in between $0.85 and $1.15.

During a call with analysts, EA CEO John Riccitiello, COO John Schappert, and CFO Eric Brown discussed highlights of the previous and coming years. These included:

--The executive team noted that Mass Effect 2 has sold through more than 1.6 million units through both retail and digital means in Europe and North America. In January, the publisher said BioWare's acclaimed sci-fi role-playing game had shipped 2 million units worldwide.

--Dante's Inferno has now sold nearly 1 million units, while Army of Two: The 40th Day has sold more than 1 million units.

--Somewhat mysteriously, Schappert said that EA will "show a marquee title in breathtaking 3D" at this year's Electronic Entertainment Expo.

Assassin's Creed: Brotherhood detailed

Last week, leaked promotional materials forced Ubisoft's hand in confirming the first few substantive details of the multiplayer-enabled Assassin's Creed: Brotherhood. Due out for the Xbox 360, PlayStation 3, and PC this holiday, Brotherhood picks back up with Assassin's Creed II protagonist Ezio, who will take on the Templar order in Rome.


As promised, Ubisoft today delivered more information on what gamers can expect from Brotherhood when it ships later this year. The game's single-player component sees Ezio assuming control of an assassins network, commanding the combined effort to rid Rome of its corruption and the Templar order. Ubisoft notes that players will lead "an entire Brotherhood that will rally to his side," which will complement the series' hallmark free-roaming action.

In the multiplayer mode, players will apparently be able to align themselves with the pharmaceutical company Abstergo--which kidnapped the series' contemporary protagonist Desmond--and aid the Templar order. The publisher went on to note that players will be afforded a range of characters to choose from, each of which bears his or her own signature weapons and assassination techniques. Brotherhood's online component will also include a variety of different competitive modes.

On the Assassin's Creed: Brotherhood Web site, the publisher has posted a handful of examples of the kinds of weapons players will be afforded in the game. These include an axe, a syringe, a fan, a claw, and a dagger. The site also notes that gamers who preorder Brotherhood through GameStop will receive the exclusive Harlequin character for use in the game's multiplayer modes.

Ubisoft's massive Montreal studio has been charged with leading development on Assassin's Creed: Brotherhood. However, the Canadian outfit will be supported in its efforts by Ubisoft studios in Singapore, Bucharest, Quebec City, and Annecy, France.





Source: GameSpot

EA's Online Pass required to play Tiger Woods 11 online

Electronic Arts has aggressively promoted new-game purchases in recent months by offering gamers bonus content for buying shrink-wrapped copies of games like Mass Effect 2, Dragon Age: Origins, and Battlefield: Bad Company 2. Now, the publisher plans to extend that initiative to its sports business with a new Online Pass--and take it one step further.

Arriving by way of a packed-in, game-specific registration code, the Online Pass comes with all new copies of Xbox 360 and PlayStation 3 titles from EA Sports and confers access to "online services, features, and bonus content." Those who rent or pick up a used EA Sports title can gain access to the Online Pass through a free seven-day trial or purchase a code outright for $10.

[UPDATE] EA Sports will launch its new initiative on June 8 with Tiger Woods PGA Tour 11. The publishing label has updated its official Web site with a a carefully worded FAQ to provide more details on what gamers can expect from the Online Pass. It included a scan of the pass (pictured) that will come with Tiger Woods PGA Online Tour, the wording of which makes it clear that that the pass will be required to play any of the online modes.

"Activate your exclusive Tiger Woods PGA TOUR 11 Online pass to unlock the following: Online Team Play…[and] Online multiplayer modes," reads the pass (emphasis added). EA Sports reps later confirmed to GameSpot the pass would be required for any online play, with EA Sports senior vice president Andrew Wilson elaborating in the aforementioned FAQ.

"We've made a significant investment to offer the most immersive online experience available," said the executive. "We want to reserve EA Sports online services for people who pay EA to access them."

Andrew Wilson explained the decision thusly: "First, it's important to be clear that all users have access to premium content. … When we see how many people are playing all of our games online, consumers are telling us that competition is endemic to sports in a way that most people don't get just by playing a game alone on their couch."

Wilson's answer was a bit more slippery when asked about whether or not the move was to combat used game sales. "We actually view the second sale market as an opportunity to develop a direct relationship with our consumers, and with Online Pass everyone has access to the same premium online services and content regardless of how and where you buy the game," he explained.

Wilson continued, "In order to continue to enhance the online experiences that are attracting nearly five million connected game sessions a day, again, we think it's fair to get paid for the services we provide and to reserve these online services for people who pay EA to access them."

EA Sports has placed a heavy emphasis on Tiger PGA Tour 11's online modes. Notably, PS3 and Xbox 360 gamers can take part in an online version of the Ryder Cup tournament, one of golf's most prestigious outings. The PS3 and 360 editions of the game--which is also due out on the Wii and iPhone--will let up to 24 players play in four-person teams in the biennial tournament's signature events, which alternate shots, fourballs, and singles. The PS3 edition will also support Sony's PlayStation Move motion-sensing peripheral, due out this fall.

Check out GameSpot's previous coverage for more on Tiger Woods PGA Tour 11.



Source: GameSpot

Thursday, May 6, 2010

Activision Blizzard Q1 revs jump 33% to $1.3 billion

Source: GamesSpot

Though Activision Blizzard's ongoing Infinity Ward debacle remains a cloud on the horizon, the publisher's first-quarter results offered no indication of future uncertainty. Having raised its earnings per share and revenue guidance in April, Activision Blizzard today said that results for its January-March quarter had beaten even those revised projections.

For the three-month period ended March 31, Activision Blizzard reported revenue of $1.3 billion, up 33 percent from the $981 million it logged during the same period in 2009. The publisher also saw a spike in profit, which rose 101 percent to $381 million compared to a year prior, with earnings per share coming in at $0.30.

"Our better-than-expected first quarter performance was driven by strong global consumer demand for Activision's Call of Duty and Blizzard Entertainment's World of Warcraft," Activision Blizzard CEO Bobby Kotick said in a statement. "Activision's Call of Duty: Modern Warfare 2 was the #1 title overall in the US and Europe for the quarter, which illustrates the continued momentum of our catalogue."

Modern Warfare 2's first map pack, the Stimulus Package, has also proven to be a boon for the company. The $15 map pack logged sales of more than 1 million units within 24 hours upon its launch for the Xbox 360 in late March. As part of its post-earnings conference call today, Kotick noted that some 17 million Call of Duty map packs have been purchased through the end of the quarter--a figure that doesn't include the just-released PlayStation 3 and PC editions of the Stimulus Package.

Beyond its money-minting Call of Duty and World of Warcraft franchises, Activision Blizzard also said that it saw strong performance from Band Hero and Cabela's Big Game Hunter 2010. Those games performed especially well on the Wii, with the publisher noting that it finished as the number-one third-party publisher on Nintendo's system during the quarter.

The end of Activision Blizzard's quarter proved to be a tumultuous one. After firing Infinity Ward heads Vince Zampella and Jason West during the first week of March, the publisher was hit with a $36 million lawsuit by the two stemming from unpaid bonuses.

After mass defections of many senior-level Infinity Ward developers to West and Zampella's new studio--the Electronic Arts-backed Respawn Entertainment--the publisher was hit with a second lawsuit from current and former Infinity Ward employees, to the tune of $125 million-$650 million.

As part of its conference call today, Kotick noted that Infinity Ward will remain in operation despite the departures, after analysts feared that the publisher would shut it down. He did note that some 35 developers have left now left the studio following the West-Zampella fallout, saying that Activision Blizzard expects "a few more" to leave in the near future.

News wasn't all negative out of Activision Blizzard during the quarter, however. The publisher announced a new Call of Duty business unit, one that sees Treyarch creating the just announced Black Ops, Sledgehammer making a franchise-themed action adventure, and Infinity Ward continuing with Modern Warfare 3. Activision Blizzard also plans to launch a Call of Duty-branded massively multiplayer online role-playing game in Asia.

The company also surprised many by announcing an exclusive 10-year publishing deal with Halo creator Bungie last week. The studio is currently working on a "new intellectual property" in its "next game universe," one that has been rumored to be an action role-playing game.

Activision Blizzard also announced earlier this week that Starcraft II: Wings of Liberty, the first new installment in Blizzard Entertainment's sci-fi real-time strategy franchise in more than 10 years, will arrive on July 27. The third World of Warcraft expansion, Cataclysm, is also due out by year's end. Analysts predict that the two titles will help Blizzard sell 12 million games this year alone. 

Wii sales near 71 million, DS almost 129 million

 source: GameSpot

This week began with advance word that Nintendo would suffer its first slip in profits in six years. As predicted, the company behind the uber-popular Wii and DS posted ¥229 billion ($2.44 billion) in annual net income for the 12 months ending March 31, 2010, 18.1 percent lower than the ¥279 billion ($2.98 billion) it reported the year prior. Annual revenue slipped 22 percent to ¥1.43 trillion ($15.2 billion).


The dip in the still-massive yearly profit and revenue was not unanticipated. In January, Nintendo said sales for the first nine months of its full fiscal year fell 23.1 percent to ¥1.18 trillion ($12.5 billion), while profits sank 9.4 percent to ¥192.6 billion ($2.04 billion).

For the full year, Nintendo said its earnings were "negatively impacted by a price reduction on Wii hardware," "fewer strong Wii software titles," and unfavorable currency exchange rates.

That said, the Kyoto, Japan-based company still reported robust hardware sales. The DS further cemented its place as the top-selling handheld of all time by selling 27.11 million units worldwide during the year, totaling 128.9 million units life-to-date. Of that, some 17.82 million were DSi's and 2.08 million were DSi XLs.


DS software highlights for the year included Pokemon HeartGold/SoulSilver (8.4 million units), Tomodachi Collection (3.2 million units), and Legend of Zelda: Spirit Track (2.6 million units). To date, 114 DS titles have sold more than 1 million units since the platform launched in 2004. Life-to-date DS software sales now top 718.5 million units, with another 150 million in sales forecast for the 12 months ending March 31, 2011.

The Wii console sold 20.53 million units during the 12 months ended March 31, attaining sales of 70.93 million units since its 2006 debut. That life-to-date figure included US sales of 5.26 million units during the past four months, which Nintendo of America president and COO Reggie Fils-Aime recently bragged about on CNBC.

By comparison, Microsoft had sold just over 40 million Xbox 360s as of the end of March, despite having a full-year head start on the Wii. Sony reported that the PlayStation 3 had sold 33.5 million units as of December 31, 2009, although new figures will be available next Thursday when Sony reports its annual earnings.

Wii software also saw solid sales, with Wii Sports Resort racking up 16.14 million units during Nintendo's fiscal year. Wii Fit Plus has now sold more than 12.65 million units, with New Super Mario Bros. Wii hitting 14.7 million in worldwide sales. As of March 31, some 79 Wii games had sold more than 1 million units, with overall Wii software sales totaling 544.83 million units. Nintendo predicts it will sell another 165 million Wii games during the current fiscal year.

Wednesday, May 5, 2010

Medal of Honor deploys in October

Afghanistan-set reboot of EA's once-dominant shooter series arrives in North America on Oct. 12, Europe on Oct. 15.

Activision's Call of Duty series has dominated the military first-person shooter space for the past several years, with Modern Warfare 2 racking up over $1 billion in sales before its developer was roiled by turmoil. Electronic Arts is hoping to buck that trend with a reboot of its once-dominant Medal of Honor series. This morning, the publisher dated that effort, announcing that the game would ship on October 12 in North America and October 15 in Europe on the PC, PlayStation 3, and Xbox 360.


Relocated from World War II to post-9/11 Afghanistan, the new Medal of Honor will offer contemporary combat with an emphasis on realism--something that fell by the wayside in Modern Warfare 2's Tom Clancy-like scenario. The first-person shooter will focus on a member of the most elite group inside the modern-day US Special Operations Command, the shadowy Tier 1 Operators.

EA's Los Angeles studio has been working closely with actual Tier 1 Operators, whose real-life experiences will provide the basis for Medal of Honor's fictional story. As outlined in GameSpot's recent preview, the game will follow a group of the commandos during operations behind enemy lines in Afghanistan during the US-backed Northern Alliance's push toward victory over the Taliban and Al-Qaeda.

In order to better blend in with the populace, Tier 1 Operators grew bushy beards and wore civilian clothing and will also do so in Medal of Honor. Such outfits were sported by US Special Forces during the 2001 invasion of Afghanistan, as can be seen in a 2002 Life magazine photo feature, to better blend in with the heavily bearded local population. In 2002, soldiers were ordered to shave, according to CNN.


While EALA will focus on Medal of Honor's single-player campaign, another internal studio, EA DICE, will be handling the game's multiplayer modes. The Swedish developer, formerly known as Digital Illusions CE, is renowned for the multiplayer modes of its Battlefield series and recently won critical accolades for its PS3, 360, and PC shooter Battlefield: Bad Company 2.

Trailers for the game have shown infantry infiltration, vehicular combat, and air support. Jet fighter bombers, Apache helicopters, ATVs, and unmarked pickup trucks are amongst the methods of conveyance featured, as were nighttime operations.

Iron Man 2

Source: GameSpot

Review:
It's pretty evident from the start that even Sega knows that its original Iron Man game wasn't all that it could have been. Therefore, the new team working on the game is going to great lengths to make sure that the follow-up, Iron Man 2, not only plays better than its predecessor, but also stays true to what Iron Man, the character, is all about. This is apparent with the new control scheme: switching between hovering and flying only requires some manipulation of the left and right analog sticks--a simple press forward on the left stick pushes Iron Man forward through the air in flight mode, while the right analog stick controls his direction.



Interestingly, something else that has been streamlined is the way that Iron Man's suit functions. Instead of manually switching between different power modes (more power to shields versus more power to weapons), the game automatically switches these modes based on Iron Man's current status. If he's on the ground, then Jarvis (Tony Stark's robo-butler and onboard suit AI) changes the power flow so that Iron Man's shields and weapons recharge at a faster pace while the navigation systems power done. Conversely, to zoom through the air at top speeds, Jarvis switches things around so that most of the suit's juice goes toward the boosters, depleting some energy from weapons and shields. The whole system makes sense, and best of all, it doesn't do away with a mechanic that otherwise gives the game a slightly more strategic feel.

And those aren't even the only changes made to the suit. At any point, you can switch between different melee sets, meaning that if you want Iron Man to use kung fu, then you can select the kung fu melee set. This gives Iron Man a few more nimble and quick punches and kicks that he might not have in the default setting. There's also a brute force setting where Iron Man's just a little bit slower but his attacks pack more power.

Not all of the attention is focused solely on Iron Man. Quite a bit of attention is also being paid to the environments and what Iron Man can do within them. In fact, in our brief demo, we got a glimpse of an indoor area--an arc reactor-powered factory--where Iron Man has to plow through groups of massive robots before finally making his way to the reactor and destroying it. The sequence afterward has you, as Iron Man, escaping from the factory as it explodes around you. It's sort of like the exploding Death Star sequence from Return of the Jedi. After making it outdoors, we got a glimpse of another aspect of the game that the development team is working on: destructibility. While it was certainly possible to create massive amounts of damage in the original Iron Man game, the version of it in Iron Man 2, in a way, is much more precise. Iron Man can destroy roofs, doors, and all sorts of other objects before taking down bigger things, like an entire building.

What's also interesting about this outdoor environment is that it looks a little less like a flight sim where everything generally appears small. There's seemingly a lot more detail in everything, and generally speaking, enemies seem to be much larger and more substantial than in the previous game. But some things that definitely are bigger in Iron Man 2 are the bosses. At the end of this demo, we got a glimpse of a massive spider tank that has multiple target points that Iron Man has to take out before striking the final death blow. We got to see an even bigger boss, which fans may recognize as Crimson Dynamo (who also isn't in the film), at the end of the demo in a teaser trailer, and to say that he completely dwarfs Iron Man would be an understatement.

From just about every angle, Iron Man 2 already appears to be a drastic improvement over the original Iron Man game. And best of all, the game's story is also being worked on by well-known Marvel scribe Matt Fraction, who is helping to ensure that in-game Iron Man and Tony Stark speak and are represented in the proper way. Iron Man 2 is scheduled for release next year.

Saturday, May 1, 2010

Call of Duty: Black Ops deploying

Source By GameSpot




Activision has now officially announced Call of Duty: Black Ops, which it says will "take players behind enemy lines in an entirely new chapter" of the first-person shooter series. The publisher confirmed that the game will have a single-player campaign, competitive multiplayer, and a co-op mode. It is unclear if the co-op mode will be for the entire campaign or will have a more limited scope as in Modern Warfare 2's Special Ops mode.

Today's revelation follows rumors that the next Call of Duty game would focus on either the Vietnam War or, as now appears more likely, various regional and guerrilla conflicts that broke out during the Cold War. Silicon Valley blog VentureBeat went so far in an article yesterday as to say that the game would be titled Call of Duty: Vietnam, which is now obviously not the case.

UK retailer GAME has apparently confirmed the multinational Cold War setting in its product description for the game, which reads: "Call of Duty Black Ops is the next installment in the thrilling Call of Duty franchise. Packing an amazing single-player story that will see you fight across the globe in locations such as Cuba, Vietnam and the Arctic." Since Vince Zampella and Jason Ward's lawsuit against Activision said Infinity Ward had control of all Call of Duty games set after the Vietnam War, a Cold War setting is almost assured.

The Black Ops announcement is a positive piece of news for Activision's Call of Duty series, following weeks of negative press surrounding the franchise. Modern Warfare 2 developer Infinity Ward has been at the center of Activision's problems, with more than 26 key staff members resigning and many joining the studio's fired cofounders Jason West and Vince Zampella at their new startup, Respawn Entertainment. On Tuesday, 38 former and current Infinity Ward employees sued Activision for $150 million to $625 million, claiming nonpayment of Modern Warfare 2 bonuses and royalties.

For a closer look at Treyarch's last game, Call of Duty: World at War, watch the video review below.

Thursday, April 29, 2010

Bungie details, discusses landmark Activision deal

 Source: GamesSpot

This morning, Halo: Reach developer Bungie stunned the gaming world with the announcement that it had signed an exclusive 10-year worldwide publishing and distribution agreement with Activision to handle its first original intellectual property since Halo. The announcement made a few things clear, most notable among them that formerly Microsoft-owned Bungie would be making games on multiple platforms once again.

However, the announcement still left a wealth of questions unanswered. Speaking with GameSpot, Bungie community manager Brian Jarrard and writer and design director Joseph Staten addressed a number of key points, including concerns about Activision in light of the recent drama over Infinity Ward, some specific limitations of the deal, whether Bungie could make games for other publishers, and whether the publisher can have other studios create their own spin-offs in the as-yet unnamed new universe.

THE DEAL
GS: How long has this deal been in the works?

BJ: Bungie has actually been out there for a year straight now working hard, discussing our future with potential partners. But the Activision deal itself began in earnest about nine months ago. That got us through to the end of March when an initial term agreement was signed. And just this week the official formal, long-form contract was signed, and that was the impetus for us making the announcement today. It's officially official.

GS: How many potential publishers did you talk with before committing to go with Activision?

BJ: We pretty much talked to every prospective publisher out there. There's only a handful of publishers who could operate on the magnitude of what we're envisioning for our next project and a deal of this scope, with this unprecedented 10-year range. We got through the discussions and started focusing on things that were really important to us, [like] making sure Bungie still owned the IP. We still wanted to be an independent company and weren't looking to be absorbed or sell an ownership stake in the studio. [We wanted to make] sure we had creative control over our projects and our vision for this universe, and [tried] to find a partner that could bring us the largest possible audience across multiple platforms and devices. At the end of the day, Activision was the one partner where all these factors would align for us.

GS: So you knew you didn't want to go with a platform holder?

BJ: I wouldn't say we 100 percent knew, but it's clear from the beginning our intent as storytellers and people that create universes, we were looking for the largest audience we could get. We're excited by the prospect of having new avenues to reach out to fans, new touch points, new interesting engagements and interactions that wouldn't be limited to a single box.

GS: Activision's main business model calls for annual installments of its biggest franchises. Will Bungie be dramatically increasing its output, or will Activision be able to have other studios develop spin-offs in this universe?

BJ: To the second question, definitely no. Bungie does own this IP, so nothing's going to happen with it that we haven't agreed to. Who knows? Maybe there's some world where there's an interesting extension of the universe that we feel would be best handled by a different group with our oversight and that's a discussion we could certainly have, but that's something that we would drive.

In terms of output, we're not going to get into the details of how many different titles this 10-year period will yield, but we're not being shoehorned into an annual release model that Activision might have for some of its other properties. They partnered with us based on this 10-year plan that we've collectively sat down and walked through. We have dates and real milestones, deliverables that we've both agreed to and believe in. Again, it's about us really shaping and realizing the creative vision we have for this universe, and Activision being the great partner to allow us to do that. That's what they're signing up for.

GOING MULTIPLATFORM
GS: Bungie's expertise is in developing for the Xbox 360, but Activision has already said it would be bringing games to "all platforms." Are you going to get up to speed on everything, or will other studios be helping to port your titles to some of the platforms you're less familiar with?

BJ: I would caveat "all platforms" to mean multiple platforms and devices. "All platforms" may be a little too broad of a comment to make, a little too dangerous. The reality is we're only going to go to platforms and devices that we think actually make sense for the types of experiences we want gamers to have and the interesting ways our universe can be extended onto those devices. I don't think that means every possible device known to man.

As far as development goes, we're going to obviously have some ramping up to do ourselves. We've been working exclusively on the Xbox [platforms] for about a decade now and we know it really well. But in order to get a bigger audience, we are going to have to broaden our horizons. Partially that's going to happen internally. We've grown a lot as a studio and hired a lot of great talent. We have a really deep, seasoned bench of engineering staff. Thankfully one of the other benefits of Activision is that they do have a lot of expertise on a lot of different platforms. They'll have resources and people that will be available to us as well to help us make the right decisions.

GS: The popular narrative is that Bungie left Microsoft because it was tired of making Halo games for 10 straight years and wanted to try something new. If that has any truth to it, why jump right into a deal that will have you making games based on this new IP for 10 straight years?

JS: I think like a lot of popular myths, that one just isn't true. I was the creative director on [Halo 3] ODST, and we wouldn't have done that game if we weren't excited about telling that story. We wouldn't have done Reach if we weren't excited about telling this great new sort of prequel to all the Halo games we made. When you get a chance to play the beta and see the stuff we're announcing at E3 and all the Reach stuff that's going to happen over the summer, I think it's obvious that we at Bungie are passionate and excited about all the games we make.

I think the reason we became an independent company back in 2007 was we wanted to be independent. We wanted to chart our own future. We wanted to own our creations. That was a really important thing to us. And we wanted to reach as broad an audience as possible, and the path forward wasn't as being an internal Microsoft first-party studio. Where we are today is the logical extension of that journey we started on in 2007, and it really had nothing to do with us being tired of Halo, which frankly, we aren't.

GS: Could Bungie still make games using different IP for other publishers?

BJ: I guess it's conceivable that we could have those discussions. But the reality is that the type of project we are building for the next 10 years, the ambition we're aiming for and the types of stories we want to tell, it's really going to take the might of our entire team to do it right. I think Bungie's at its best when we're all united with a single vision and all of our best talent is working together on the same project. So that's certainly our plan right now.

ACTIVISION CONCERNS?
GS: I'm sure a lot of Bungie fans are probably a bit nervous about this announcement given what's happened between Activision and Infinity Ward lately. As the community manager, Brian, how are you reassuring your fans that this deal won't wind up being a bad thing?

BJ: Ultimately there's only so much we can say. At the end of the day, I would definitely tell our fans to hang in there and eventually the game will speak for itself. Many people said the same thing 10 years ago when Microsoft acquired Bungie that, "That was it. That was the end of Bungie." I think we actually weathered that pretty well and are even better because of it. In this new partnership we're going into, we actually have even more freedom and creative control and ability to do what Bungie does best. And that's make awesome games and engaging universes and compelling stories. We're better poised now to do more than we've ever been able to do before.

People will probably continue to be skeptical based on things they've read online, but clearly we would not have signed a deal that we felt was in any way not in our best interests: Making sure that we own our own IP, that we have the creative control to drive the decision-making process for our own creative vision, and that we're still fully independent. That should put a lot of people at ease right away if they stop to think about what that means.

THE NEW IP
GS: It sounds like the scope of this new IP is pretty grand. How long has the idea for this new IP been kicking around? Is it something that you've been fleshing out and turning over in your heads for years and years, or is it a more recent creation?

JS: Well, [Bungie co-founder and creative director] Jason Jones has been thinking about the next project he'd like to work on for a number of years now. As early as 2007, he got a core team of people together--a very, very small team--and has been cooking up different ideas. But it's only been in the last year or so that those ideas have crystallized to the point that we can take them out to different publishers and really shop those ideas around. It's safe to say we're really in "preproduction" mode right now. We've got really good plans, we know our path for the next 10 years. We're looking at the dates that are coming up earliest and we're aligning everybody around the first stories we really want to tell.

As soon as the team rolls off of Reach--and the vast majority of people at Bungie are working on Reach--the core team of which I'm a part really needs to be ready for everybody to join us. So we're absolutely making real plans and making real progress.

GS: Joseph, in terms of writing, what do you see as the key characteristics that would be in any new game the studio makes? What makes a Bungie game a Bungie game?

JS: I'd like to think we create universes where we tell lots of different stories that appeal to lots of different people. We're a company that doesn't just think about a single game and moving on to the next one. We try to take a long view, and that's a process we've developed over the last 10 years.

To be completely honest, when we were writing the first Halo game for the Xbox 1 launch, we had no idea there was going to be a Halo: Reach, or ODST or Halo 3 or Halo 2. We didn't have that long view. So as someone who's in charge of story and writing at Bungie, it's a tremendous luxury but also a very daunting challenge to be able to sit down today and really map out the specific stories we might want to tell five years from now, seven years from now, eight years from now. But that's what I'm doing right now, and that's really wonderful. It's absolutely a different process, but it's so much better than the way we started working 10 years ago when we were young and not quite as experienced.

GS: Well that way seemed to work out pretty well for you.

INDIE DEVELOPERS, MEGAPUBLISHERS
JS: There were ups and downs for sure, and Bungie emerged in 2007 with a lot of good scars. We learned a lot of hard lessons and continued to do them, but it's really terrific to be able to look around the office and see the same guys that were there 10 years ago working on Halo. We're all still here, but even better, we've still got fire in our bellies and ample creative ideas to take us 10 years and beyond. It's an extremely exciting time to be a part of Bungie.

GS: In recent years, Bungie, the Infinity Ward guys, and Will Wright have all left massive corporate entities to flex their own creative muscle and immediately resigned deals with massive corporate entities that were more favorable. Are these unique cases, or do you think creators are getting more control in the industry across the board?

JS: Without sounding too high and mighty, there aren't many studios that could get a deal like the deal that we got. You talk about Bungie, you talk about Will Wright…We worked very hard for it, don't get me wrong, but we feel extremely fortunate that we're in this position to have the deal we do. Any creative person, any game development studio would of course want to own their own creative ideas and be as independent as possible. But the nature of the business is such that when you're working on a universe like the one we're planning--that's so broad in scope and has so many opportunities for great stories--you kind of need to sign with someone that knows how to handle that in the marketplace. Activision is the world's biggest publisher for a reason. They have a tremendous amount of expertise and marketing know-how and really can help us reach a broad audience. We certainly needed a partner to help us realize this vision, and Activision is a great partner.

BJ: Somebody asked me earlier why we wouldn't just self-publish, but that's not the business we're in. That's not the core competency of our studio. The minute we start having to divert resources and energy to thinking about how we get a box on a shelf in Europe, that's no longer Bungie. There's always going to be a need for some sort of umbrella for creative people to do what they do best and not have to worry about the business aspects of taking that great game and getting an audience for it.

GS: When can gamers expect to have the wraps taken off this new project?

BJ: Well they shouldn't hold their breath.

JS: They should play the Reach beta!

BJ: Clearly it's important to us, and the reason we wanted to hurry and make this announcement after the deal was signed was to get it out of the way. We're excited about it and it's out there now, but we want to focus on Reach. We still have a ways to go until launch. The beta starts on Monday. We don't want to distract or overshadow any of the great work that's being done on Reach. That's going to be our priority for the rest of the year. We'll definitely look forward to sharing more information, but it's going to be a little while. Reach is our focus right now.

Wednesday, April 28, 2010

Infinity Ward to close, expects analyst

Source: GameSpot

Earlier this month, Wedbush analyst Michael Pachter weighed in on the departure of about a dozen employees from Activision's Call of Duty: Modern Warfare 2 developer, Infinity Ward. He said the studio could lose 20 more and the publisher would just replace them and still put out a competitive product. One of Pachter's colleagues today expressed a more dire appraisal of the situation.

 In a note to investors, Janco Partners analyst Mike Hickey said the Infinity Ward departures "have created meaningful uncertainty around the future of their Call of Duty: Modern Warfare franchise," not to mention the studio itself. Hickey expects that Activision will shutter the studio entirely after the next map pack add-on for Modern Warfare 2 is released.

As for the follow-up, Hickey said development on Modern Warfare 3 would be split between two studios "not historically tied to the franchise." When that game does arrive, Hickey doesn't think it will quite live up to the blockbuster sales of its predecessor. He is expecting a fourth-quarter 2011 release of the game to bring in $738 million by the year's end, where Modern Warfare 2's sales total for roughly the same period was about $1 billion.

Infinity Ward has been the center of turmoil within Activision since last month, when the publisher fired studio cofounders Jason West and Vince Zampella. They sued the company, which sued back, alleging that the pair had been plotting to start a new studio with chief Activision rival Electronic Arts. Within weeks of their termination, West and Zampella started a new studio with chief Activision rival Electronic Arts. A number of Infinity Ward developers jumped ship to join the new studio, dubbed Respawn Entertainment, while others simply resigned. This week, a group of 38 former and current Infinity Ward developers sued Activision for as much as $625 million, alleging the publisher had been withholding royalty and bonus payments due them.



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Halo 2 holdouts still playing online MP

Deserved or not, many gamers like to label themselves as being "hardcore." Few could dispute that label applies to the Halo 2 players who,  two weeks after Microsoft pulled the plug on the original Xbox Live, are still playing the sci-fi shooter.

According to a post on the official Bungie forums, the dozen players have not turned off their original Xboxes since Microsoft's official shutdown deadline on April 14. While the game giant extended that deadline to the following day, it apparently cannot kick off the original Halo 2 players as long as they remain online and in a custom game.

Halo 2 holdout Joe Campbell summed it up thusly: "Throughout the past week, a small group of dedicated Halo 2 players kept their Xbox's on so that they could enjoy the game for a while longer. (As long as we don't turn off our Xbox's, or lose connection, we can stay online. Our Xbox's have been on for nearly 14 days straight!) Each day the amount of people decreased, at a rapid rate."

As of 11:46 a.m. PDT on April 28, 12 players remained online: Agent Windex, APACHE N4SIR, sherlok 1 Rob2D, z0mbie stench, Lord Odysseus11, xxMAKDADYxx, H2o Shoagie, xxBooker Dxx, DirtyCajun, AForeignObject, and HiredN00bs.

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Infinity Ward employees sue Activision for $150 million-$625 million

 GameSpot

Group of 38 developers allege publisher withheld $75 million-$125 million in royalties, bonuses, and stock options related to Modern Warfare 2 sales and technology during Q1 2010; massive punitive payout also sought; Activision says case "without merit."

Following Activision's dismissal of Infinity Ward founders Jason West and Vince Zampella in March, the two executives responded with a $36 million lawsuit. Weeks later, Activision responded in kind, filing a countersuit accusing the two developers of being "self-serving schemers" trying to set up a new studio with the help of an unnamed Northern California publisher.

Now, two weeks after West and Zampella announced the formation of independent studio Respawn Entertainment with seed money from Electronic Arts, a third lawsuit has been filed by members of the Infinity Ward rank-and-file. The legal action, which has been obtained by GameSpot, shows 38 members of the Call of Duty: Modern Warfare 2 team are now suing Activision, accusing the publisher of "breach of contract," "breach of the implied covenant of good faith and fair dealing," "unjust enrichment," and "violation of the California labor code."

Specifically, the 38 current and former Infinity Ward staffers are claiming the publisher only paid out $28 million of a $118 million bonus pool it had accumulated during the fourth quarter of last year. Excluding the share of that pool that was to be paid West and Zampella, the suit says the employees are entitled to at least $82 million. It also claims that Activision has withheld $40 million to $55 million in fourth-quarter Modern Warfare 2 royalties it was due to pay out to ensure delivery of Call of Duty: Modern Warfare 3.

As of January 13, Modern Warfare 2 had grossed over $1.1 billion worldwide and is on record as being the biggest entertainment launch in history. The suit contends that Activision made a profit of at least $900 million off the game by the end of last year.

Overall, the group of 38 wants $75 million to $125 million in compensatory damages for unpaid royalties, bonuses, stock options, and technology-related payments it claims Activision withheld. It is also seeking punitive damages of between $75 million and $500 million as a result of Activision's withholding of the bonuses, which the suit says was tantamount to holding "employees hostage so that Activision could reap the benefit of the completion of Modern Warfare 3."

However, the legal filing contends that the publisher violated California state labor law by not paying out bonuses and any other owed monies within 72 hours of the termination of their employment. Since West and Zampella's dismissal, at least 26 Infinity Ward staffers have left the Encino, California-based studio. Among the employees named in the suit who have since jumped ship to Respawn are lead designer Todd Alderman, lead software engineer Francesco Gigliotti, lead environment artist Chris Cherubini, lead animator John Paul Messerly, lead animator Mark Grigsby, senior software engineer Chris Lambert, senior level designer Jason McCord, senior artist Ryan Lastimosa, and game designer Brent McLeod.

Representatives of an external PR company employed by Activision quickly rebutted the allegations in the new lawsuit. "Activision believes the action is without merit," said the rep. "Activision retains the discretion to determine the amount and the schedule of bonus payments for MW2 and has acted consistent with its rights and the law at all times. We look forward to getting judicial confirmation that our position is right."
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