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The game is about “loot,” said the game’s producer and will feature character upgrades, online play, character creation, weapons and heroes. It’s a “co-op game at its heart,” said Maxis.
The game was shown playable. The demo said replay would play a major part of the game
Here's the Press release :
Guildford, UK– July 20, 2010– Maxis [span ]TM[/span] , an Electronic Arts Inc. (NASDAQ: ERTS) studio, today announced the next project in its award-winning portfolio of PC games: Darkspore [span ]TM[/span] , an online, science-fiction action role-playing game, is currently in development for an early 2011 launch. Darkspore is rich in action and fiction, and is being written and developed by some of the most talented minds in the video game industry.
“Darkspore is inspired in part by the award-winning creature editor tech of Spore, but also in large part from the team’s own passion for gaming and prior experience,” said Lucy Bradshaw, General Manager of Maxis Studio. "The team has combined these inspirations to produce a unique take on the action RPG genre.”
Darkspore will feature dynamic, fast-paced action as players battle across alien worlds to save the galaxy from the mutated forces of Darkspore in a four-player co-operative and full single-player campaign, as well as intense multiplayer battles. In order to defeat the malicious Darkspore, players will need to collect an arsenal of living weapons - genetic heroes with different combat abilities - and upgrade them with tens of thousands of collectible body parts and armor.
Darkspore will feature three unique classes of five different genetic hero types, with a limitless number of upgrades and customizations available through the parts players collect on each planet level. As players progress, Darkspore builds in intensity, with new planets and enemy forces requiring players to strategically select the right squad and ability combinations to succeed in their missions.
EA is scheduled to launch Darkspore in early 2011.
About Electronic Arts
Electronic Arts Inc. (EA), headquartered in Redwood City, California, is a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EA SPORTS [span ]TM[/span] , EA [span ]TM[/span] , EA Mobile [span ]TM[/span] and POGO [span ]TM[/span] . In fiscal 2010, EA posted GAAP net revenue of $3.7 billion and had 27 titles that sold more than one million units. EA's homepage and online game site is www.ea.co.uk. More information about EA's products and full text of press releases can be found on the Internet www.eagames.co.uk/press.
EA, EA SPORTS, EA Mobile, Pogo and Darkspore are trademarks of Electronic Arts Inc. All other trademarks are the property of their respective owners.
Update : Here's the Teaser for it :
38 Studios boss and sports legend Curt Schilling showed Kingdoms of Amalur: Reckoning for the first time, although no one was allowed to film the trailer.
Todd McFarlane’s done the art for the fantasy title, so keep your eyes well open for this. Some in-game shots were seen, and it all looked pretty much like a fantasy game.
Kingdoms of Amalur: Reckoning is scheduled for a 2011 release for the PC.
Here’s the press release:
EA and Spicy Horse Games Send Gamers Down the Rabbit Hole in Alice: Madness Returns
REDWOOD CITY, Calif., Jul 20, 2010 (BUSINESS WIRE) — Gaming visionary American McGee returns to Wonderland as Electronic Arts Inc. (NASDAQ:ERTS) and Spicy Horse Games announce Alice: Madness Returns(TM), the dark and deranged sequel to the year 2000 PC hit, American McGee’s Alice(TM). Designed with the same dark style of the original, but now featuring entirely new visuals, story and game design, Alice: Madness Returns is a fun and addictive action adventure set to release on PC, the PlayStation(R)3 computer entertainment system and the Xbox 360(R) video game and entertainment system. The game follows Alice on a journey through a wildly corrupted and shattered Wonderland to uncover the truth behind her haunted past and tortured psyche. In this journey, players will romp through highly-detailed elaborate worlds, encounter a cast of off-beat characters and engage in epic battles with deadly weapons and sinister villains.
“Alice is a classic fiction, infinitely rich with memorable characters, places and experiences. Our approach to Alice: Madness Returns takes this colorful world and reinvents it with psychotic personalities and pervasive insanity,” said American McGee, Spicy Horse Games Co-Founder and Senior Creative Director. “We can’t wait to share our vision with Alice in Wonderland fans and gamers around the world.”
Alice: Madness Returns takes place 10 years after the conclusion of the original game, with Alice struggling to recover from the emotional trauma of losing her entire family in a fatal fire. After spending a decade institutionalized in an insane asylum, she is finally released to the care of a psychiatrist who just may be able to help her conquer the nightmarish hallucinations that still haunt her. Alice embarks on a mission to root out the true cause of her family’s mysterious death, jumping from a gloomy and stark London to a rich and provocative Wonderland.
“In 2000, we launched a cult hit on the PC with American McGee’s Alice. Ten years later, I’m pleased to announce American is back on board leading the top-rate talent at Spicy Horse Games to create this sequel,” said David DeMartini, Senior Vice President and General Manager of EA Partners. “The Alice in Wonderland fiction continues to be a fan favorite all over the world. We can’t wait for them to experience the next chapter with Alice: Madness Returns.”
Alice: Madness Returns will be available in 2011 for the PC, PlayStation 3 and Xbox 360.
For more information on Alice: Madness Returns, please visit http://AliceMadnessReturns.com.
Update : Here's the Teaser :
However, according to job listings the game is still in the works, with the team looking for a new producer and two senior software engineers to work on the game.
The listings don't give away any new details about the game, but Blizzard has previously confirmed that it will be an entirely new game rather than an expansion to its current MMO behemoth World of Warcraft.
Last year the team said that the game had already been in development 'for years'.
So what do you think it could be? We're secretly hoping for a World of StarCraft...
Blizzard's latest game, StarCraft II, launches on PC next Tuesday exclusively for the PC.
(For the music fans: Not only are we looking forward to foolishly rocking out to Kenny Loggin's "Danger Zone" but the game also contains the original Top Gun anthem!)
KEY FEATURES:
o Flight School: Players enroll as Maverick at Top Gun Academy and train to handle the breakneck speeds of hitting the “after burner” and the “tunnel vision” that poses a threat during high G-force maneuvers.
o Campaign Mode: After training to be the best of the best, players join the fight above the Indian Ocean for 11 total missions at various times of day.
o Horde Mode: Bogeys like fireflies all over the sky! Solo players get to test their flight combat abilities as they take down endless waves of enemies of increasing difficulty. Top scores will appear on leader boards. Remember, no points for second place.
o Online Multiplayer: Players can enlist in the US Navy or join the Soviet air forces and go head-to-head with opponents in five different modes: Deathmatch, Team Deathmatch, Top Gun (choose your wingman and compete against enemy pairs), Bombing Run (defend and attack mobile bases) and Capture the Flag. Players can choose to battle at three times of day across multiple environments.
oTower, This is Ghost Rider Requesting a Flyby: Players take their RIO along and buzz the tower!
o It Takes a Lot More Than Just Fancy Flying: Players can unlock six sonic jets with varying speed, maneuverability and weapon load.
o For the US Navy:
o For the Soviets:
‘I think that console games have tried to find solutions to the issue of having the right controls,’ Girard commented, ‘but it’s more like binding controls to a specific situation, or changing the plan of what strategies you can do in-game, so that it fits on a console game pad, while we really wanted with R.U.S.E. to preserve the strategic vision aspect and the kind of decisions you will have with that.‘So we worked on streamlining the types of decisions and how it could be adapted to a game pad, with a streaming engine, these kinds of decisions – and actually we did not sacrifice the depth of the game.’In fairness, some of the success with which the game ‘maps’ to a control pad can be attributed to the decision to focus on the strategic overview, rather than fiddly tactical details like exact squad distribution – said Girard, ‘we avoided micro controls and micro-management because for us that’s more tactics than strategy’ – but the claim is an impressive one nonetheless.He’s particularly proud of the game’s dynamic zoom, elsewhere glimpsed in the likes of Sins of a Solar Empire. ‘We basically solved the remaining issue in console strategy gaming, which is the translation of getting from the battlefield back to the base to build some units, because in most games you have to scroll, and sometimes you have some shortcuts to open some buildings, but in R.U.S.E. you can actually move there very quickly from point A to point B, by zooming in and zooming out.’Ultimately, though, the game’s performance on console is a question of several factors working together. ‘The combination of all these systems make it more immersive and useful, so there’s no secret recipe,’ Girard concluded. ‘We actually put in all the props to make it very simple to use.’
"To have a British developer make a Bond game," stated Thompson", that’s hugely satisfying, so we’d love to do another. I still believe that the Brits make the best games and even though the UK industry is smaller than it once was, we still have creative people and it’s important we keep developing great games."
“I still believe that the Brits make the best games.”
The Activision-owned studio is the latest developer to attempt the Bond license, delivering a brutal, third-person take on Daniel Craig's gritty Bond.
When asked if the Bond license was firmly in Bizarre's hands, Thompson explained, "I don’t know what the current decision is behind that at the moment, but we would love to do another one. It’s been a great experience for us to work on it as it’s one of those licenses that comes along and it’s just impossible to say no to."
Well how much Blood Stone is good we'll have to see when it releases this Holiday Season for the PC
If a video is to be believed, the sub-plan would be payable via MS points.
The video shows the player trying to join a multiplayer session in the game via a friend’s gamercard, as detailed below.
Call Of Duty : Modern Warfare 2 was released in November 2009 for the PC.
Update : Infinity Ward have denied that there thinking of any subscription in the future
community manager Robert Bowling tweeted:
“For the record, nobody has to pay to play COD or MW2 multiplayer, nor will they.”
This has since been followed up by Josh Olin, community boss of Treyarch, who’s developing this year’s iteration in the series Black Ops.
The tweet says:
“No, you will not have to ‘Pay to Play’ #CODBlackOps Multiplayer either. Rumor -> Squashed.”
“It is speculation, but I think we’ve done a really good job doing the multiplayer, and there’s a lot of room for expansion in that universe, so I see a multiplayer component being there for a long time,” he said when asked if multiplayer will appear in future Assassin’s Creed titles.
Worry not, however, lone wolves. Boivin also made sure to slip a knife between the ribs of the notion that multiplayer’s hogging Brotherhood’s spotlight.
“I think there’s this dichotomy in the gaming world, that the people who are sold to multiplayer don’t care about single-player, and the people who are sold to single-player don’t necessarily care about multiplayer. The wink we give to that in our universe is that the single-player [game] is Assassins, and the multiplayer is The Templars,” he explained.
“I think in the end we’re giving a lot to the single-player, because we’re giving a full single-player campaign – so they won’t feel cheated with Brotherhood, because they had what they wanted.”
And so, Boivin and co. have created what’s almost certainly the only instance in which we can say the following: “Throw on your frilly, eye-catching hooded ponchos, folks! It’s time for war.”
Assassin's Creed : Brotherhood is scheduled for a November 16th release for the PC.
When you do sign-up on the game’s official website, you’re given the choice of having the beta on PC or PlayStation 3.
There’s more through here.
The MMO, announced during Sony’s press conference back at E3 in 2008 looks set to release in November, for the PC with a $15 per month sub fee.
The page for the game mentions “Feb 2011″ as its release date on PC.
Square Enix has only confirmed an early 2011 date so far for the PC, the date coming at the end of the game’s mental E3 trailer.
This is what’s called “good news” in our book, if true
This was the title once known as Project Mercury.
The game, a single-player RPG, “sets players on a heroic journey to unlock the mysteries of Amalur. Amalur is a magical world, filled with strange landscapes, exotic cities, colorful characters and terrifying creatures.”
The game’s being done under the leadership of Ken Rolston, who was Bethesda’s lead designer on Elder Scrolls III: Morrowind and IV: Oblivion.
“Reckoning is a great representation of how a team of incredibly talented and creative people with expertise in different areas can come together and complement each other so well,” said 38 Studios’ CEO Jen MacLean.
The game will get its formal bow at Comic-Con in San Diego this weekend.
Press release is below.
EA and 38 Studios Introduce Kingdoms of Amalur: Reckoning
Epic Open World RPG to be Unveiled at Comic-Con 2010 All-Star Panel Featuring Todd McFarlane, R. A. Salvatore, Ken Rolston and Curt Schilling
SAN DIEGO, Jul 20, 2010 (BUSINESS WIRE) — Electronic Arts Inc. (NASDAQ:ERTS) and 38 Studios, LLC announced Kingdoms of Amalur: Reckoning, the company’s first title previously referred to under the codename “Project Mercury”. Reckoning is an epic, open-world role-playing game set in Amalur, a mysterious and magical new fantasy world created by New York Times best-selling author R. A. Salvatore. Brought to life visually through the trademark visceral style of renowned artist and Spawn creator Todd McFarlane, Reckoning brings a new level of intense action combat to the RPG genre. The game is being developed under the leadership of Ken Rolston, lead designer of the critically acclaimed RPGs Elder Scrolls III: Morrowind and Elder Scrolls IV: Oblivion and is scheduled for release in fall 2011.
“Reckoning is a great representation of how a team of incredibly talented and creative people with expertise in different areas can come together and complement each other so well,” said Jen MacLean, CEO of 38 Studios. “We are thrilled to be developing an open-world RPG under the leadership of one of the greatest RPG designers in the industry, with creative direction by one of the most iconic artists of our time, set in a rich universe imagined by one of the top fantasy genre authors in the world. We can’t wait to share the first details of this universe we have been so dedicated to building over the past few years.”
“In Reckoning, we started with Bob and Todd’s exceptional Kingdoms of Amalur game setting and imagery,” said Ken Rolston, Lead Designer at Big Huge Games, a subsidiary of 38 Studios. “On that foundation we built the open-world exploration, vast narrative and character customization fans expect from the best RPGs. And we’ve added something new that we’ve always wanted from the genre — a fast-paced, graphically stimulating action combat experience with fluid control and immersive, discoverable gameplay fans haven’t seen before in other fantasy RPGs.”
Reckoning is a single-player RPG that sets players on a heroic journey to unlock the mysteries of Amalur. Amalur is a magical world, filled with strange landscapes, exotic cities, colorful characters and terrifying creatures. This Thursday at International Comic-Con in San Diego, 38 Studios visionaries McFarlane, Rolston, and Salvatore, along with 38 Studios Founder and Chairman Curt Schilling, will be hosting a panel in the first-ever public discussion of Reckoning.
Attendees will be among the first to see the world debut of Reckoning’s first trailer, directed by McFarlane and will also receive a limited edition collectible poster designed by McFarlane.
The panel takes place in room 6A from 1:15 PM – 2:15 PM and will be moderated by Spike TV’s Geoff Keighley.
So Project Mercury now known as Kingdoms of Amalur is scheduled for a Fall 2011 release for the PC.
Hego joked during his keynote that players who would use the detective vision throughout the course of the whole game made him “want to cry a little bit.” Hego explained:
“It was a gameplay decision to make detective vision so strong…we’re going to try not to do that mistake again.”
Hego continued to talk about how the detective vision could potentially be toned down for the sequel by stating Rocksteady would “make it more like augmented reality next time”.
Batman : Arkham Asylum was released in September 2009 for the PC.
As a result some fans of the successful open world action series are sceptical about the game, which includes multiplayer for the first time.
Despite having only a year to create Brotherhood, developer Ubisoft Montreal has been able to make a game even bigger than its predecessor, outspoken associate producer Jean-Francois Boivin said.
"It's not a mission pack," he said. "It's not a 2.5. It's set in Rome, which is three times the size of Florence, which technologically is a challenge to do, just memory wise. You have this enormous playground to play with. And you have these new features, these new elements that bring a new twist and a new angle to Ezio's story.
"It's about Ezio teaching others how to become assassins. There are a lot of core features we worked on. We brought a lot of new, deep and vast features – the old Rome upgrade system, the economic system - the Brotherhood is a game in of itself.
"Plus we're bringing everything people loved about Assassin's Creed II. We took each feature and said, 'How can we make that feature better, or give it a bit of spice, a bit of Tabasco, or a bit of baby oil so it flows a bit better?' We will be extremely successful in convincing fans once they have the controller in their hands. Then the question is going to be, 'How did they do it in a year?' That's going to be the question that's fun to answer later on."
Boivin said Ubisoft Montreal was able to develop Brotherhood quicker than previous Assassin's titles because it had already established many of the base tools required to build the game.
"First of all we have extremely stable tools. We've been building Anvil [game engine] for six, seven years now. It's extremely stable. We have loads of tools that work super, super well.
"As you've probably read everywhere, Assassin's Creed 2 had hundreds and hundreds of resources all over the world. But then when you start submitting you ramp down a lot. We didn't do that. We just stayed right up there and kept our production velocity, starting right away.
"We already knew we wanted to do Rome. So the graphics team stayed the graphics team - bang, start building Rome really quickly. We know all our technical and design guidelines. How to build a city so Ezio can do some free running? The AI guys – how you can improve on NPC AI? How can we improve on the horse? How can we improve on the fights? We started working on that right away.
"Then the storyline. We already knew it was Ezio's story, and Patrice Désilets [now departed] already knew what the story was. So it was quick for us to do a story blueprint. Maybe two weeks after the release of Assassin's Creed 2 we already had the story down, and we probably started writing a few pages of script. Casting was already underway.
"The operative word here is velocity. And we still have people helping us. Our Singapore office is still working with us. The studio in Quebec City is helping us. It's a question of keeping going and making a full game in a year."
Assassin's Creed : Brotherhood is expected for a November 16th release for the PC.
It also takes place ten years after Red Faction Guerrilla.
Story stuff below:
Twenty-five years have passed since Alec Mason led the Martian Colonies to freedom…and ten years since vengeful enemies killed his wife, kidnapped his daughter Lyra, and left a broken hero in their wake.
Jake Mason, Alec’s last surviving son and a ranger in the Red Faction Militia, had never abandoned hope that somewhere in the raw outlands of Mars, his sister was still alive. Now, just as a powerful new enemy swarms across the planet, he’s found her, only to learn…
And here’s the kicker:
…that his long lost sister is one of them…a cold-blooded soldier sworn to destroy the Red Faction and conquer the planet in the name of a madman.
Jake must now battle the relentless regime and somehow reunite a family torn apart by war.
The plot for the pilot was written by 13 and Fringe writer Andrew Kreisberg, with producer of fiction development at THQ, Paul DeMeo, helping with the story.
It’ll air next March on SyFy, and is part of a “transmedia deal” involving several THQ series’, including Red Faction.
THQ's last Red Faction game Red Faction : Guerrilla was released in September 2009 for the PC.
Below is the full PR :
THQ AND SYFY ANNOUNCE TRANSMEDIA STRATEGIC ALLIANCE WITH SYFY TO DEBUT RED FACTION®: ORIGINSTM THE MOVIE PILOT
Two Hour Live-Action Film Based on THQ’s Red Faction Video Game Franchise Scheduled to Air on Syfy in March 2011
NEW YORK, NY and AGOURA HILLS, Calif. – July 19, 2010 – THQ Inc. (NASDAQ: THQI) and SyfyTM, the premier destination for imagination-based entertainment, today announced a first-of-a-kind transmedia deal to debut Red Faction®: OriginsTM (working title), a two hour live-action movie pilot scheduled to air in March 2011 on Syfy. The story of Red Faction: Origins follows the lineage of rebel hero Alec Mason and the Mason family, set during a period between the critically acclaimed Red Faction: GuerrillaTM video game and the recently announced and highly anticipated Red Faction: ArmageddonTM video game, also scheduled for release in March 2011.
The Red Faction: Origins screenplay was written by notable writer and producer Andrew Kreisberg (Warehouse 13, Fringe, Vampire Diaries and Boston Legal), based on a story developed by Paul DeMeo (The Rocketeer, Flash, Viper, The Sentinel), THQ Director, Fiction Development. Production of the film will be managed by Universal Cable Productions.
Mark Stern, Executive Vice President Programming, Syfy & Co-head of Universal Cable Production said, “This groundbreaking deal with THQ reflects our desire to deliver a completely immersive and enhanced viewing experience for the audience. We are excited to be working with the creative team at THQ in extending the vibrant world of Red Faction to our air.”
“THQ is blazing a new trail in the gaming industry with our partnership with Syfy by introducing the Red Faction franchise to a new and broader audience” said Danny Bilson, Executive Vice President, Core Games, THQ. “This unique transmedia collaboration is one of many strategic initiatives in place to dramatically increase awareness for Red Faction Armageddon and extend the Red Faction brand across a wide variety of entertainment channels.”
Included in the list are general fixes for both Origins and its Awakening expansion.
It’s big. How big? Try this big. Yeah. It’s properly big.
Get the skinny on it here.
It should keep you cosy with Origins for now until Dragon Age 2 releases next March.
Dragon Age : Origins was released in November 2009 for the PC.
Ubisoft’s confirmed that the preview for upcoming RTS R.U.S.E. has been extended into Wednesday.
The taster, which was only meant to be for the weekend, is still playable until 5.00pm EST (11pm BST) on Wednesday.
The RTS, set in World War II, sees you try to deceive your opponent via various tricky tactics.
R.U.S.E will be released on September 7th for the PC.
The racer launched back in May for 360, PS3 and PC,debuted in the UK charts at number 14 but didn’t fare very well: it, while it also showed low NPD sales for the month of May in the US.
When asked about the figures, Davies said: “To be honest with you, I think it was a very busy time for racing games,” referring to the releases of Split/Second and ModNation Racers during the same period.
“It rates incredibly highly and it’s a very popular game, and I think it’s going to be a slow-burner.
“I think the multiplayer will stay for a long time and I think people will come back to that time and time again, long after some of the other games have gone back to the second-hand shelf.”
Davies told the site it has signified “the start of a big franchise for Bizarre,” with a plan in place for a Blur 2.
“That’s the plan, yeah,” Davies said when asked on a sequel. “I don’t work on the Blur team specifically so I can’t speak for them, but it’s always been the plan to make the number one racing franchise. That’s as much as I can say!”
Fantasy roleplaying goes back to its dark and gritty roots with the Dragon Age RPG. Make your own heroes and control your own destiny as a Blight comes to Thedas once again. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play.The Dragon Age RPG is the perfect portal to tabletop roleplaying. The core system is easy to use and most actions can be resolved with a roll of the dice. Dragon Age also features an innovative stunt system that keeps combat and spellcasting tense and exciting.
Were you looking closely during that footage? It would appear Bizarre took some hints from Ubisoft’s Splinter Cell: Conviction, as I very clearly spy a mark & execute-esque gunplay feature. Not to mention the fast-paced cover movement and hand-to-hand combat. Not too shabby. And the visuals — I have to confess myself impressed. Didn’t expect that. Towards the end you can also get a feel for the excellent driving sections, which Bizarre are masters of, as well.
Speaking on BBC One's Politics Show this morning, Wilson said that "economically (the video games industry) is very important.
"It contributes a billion pounds to UK GDP, it generates £415m in tax receipts for the treasury, it employs 30,000 people, many of them in very highly skilled jobs, and it's very export-focussed; just the kind of sector the UK economy needs in the future."
But Wilson later said that the UK was "competing on a very uneven playing field," and that "the Canadians are a major threat to our industry."
"The Canadians are really serious about this," added Prem Gyani of Quickstart Global. "They have identified the fact that the games industry is part of their country's strategy. They're doing everything right."
So what does the UK need to do to retain its talent? Well, the Executive Director of the Entertainment Software Association of Canada, Danielle Parr, thinks that Canada has been successful due to making the industry "a priority", adding that it has no qualms in taking our "investment".
"I think a lot of people are looking at Canada and saying 'how are they doing this, they're taking all our jobs, how are they attracting our investment and we're not able to keep them here?'," said Parr.
"But as they say, all's fair in love and war.
"We're just simply trying to promote the video game industry in general, promote what Canada has to offer, and we'll take the best and the brightest; we'll take your investment. As a nation we've made it a priority and invested a lot in this industry, and we're hoping that will pay off with our continued growth and continued dominance in the video games space."
The Conservative's Culture Minister Ed Vaizey, however, thinks that the UK is still on "a relatively level playing field" with the Canadians, thanks to the "ecology" we have over here.
"The Canadian government has made a decision to get behind the video games industry and to create a video games industry virtually out of nothing. But I think that it's still a relatively level playing field because while the Canadians are putting in a lot of direct financial support, it's very hard to create the kind of ecology that we have in this country.
"Video games have been around for fifty years and we've been at the forefront of video games development in this country, and that's very hard to replicate."
The Canadians handed out fake Canadian passports at last week's Develop in Brighton in an attempt to aggressively promote awareness of the advantages of working in the country.
Canada currently houses some of the industry's biggest development houses, including Ubisoft Montreal and EA Sports, while the UK hosts top talent from Lionhead Studios, Rare, Media Molecule, Evolution Studios, Black Rock Studios, Criterion and many, many more.
Xbox360achievements.org seemingly give away details of two of the game’s new features, namely co-op and versus modes.
Plants vs. Zombies sees you try to save your home from waves of undead by using a variety of plants to shoot them down.
The game includes around 50 levels, although chances are there will be even more available in the XBLA version.
We'll see if these changes also apply for the PC version.
Plants Vs Zombies was released in May 2009 for the PC.
Pachter thinks 3D TV adoption is going to take a long time is due to the cost of the glasses.
While some consumers will go out and buy a new set for gaming, “the masses won’t” until things are a bit less costly.
“Before adoption becomes widespread, 3D television and movie content will have to become available and glasses will have to come down in price,” says Pachter.
“While the audience for 3D television is small, then for the next five years at least, 3D gaming is, and will remain, a fad.
“Maybe in ten years it will start to take off.”
Maybe he's right or maybe he's wrong. your guess
SOE said“In a move to better align the company’s resources against areas of growth that meet consumer demand in today’s online market as well as improve operational efficiency, Sony Online Entertainment has eliminated just over 4 percent of its full-time workforce, equaling 35 people,” SOE’s Scott Gulbransen said in a statement
SOE’s currently hard at work on The Agency and DC Universe Online. It also recently announced a free-to-play Star Wars: Clone Wars MMO.
“The changes will better position SOE to deliver against its emphasis on developing games for a wider, more diverse audience and remaining a worldwide leader in online gaming,” Gulbransen added.
EverQuest II has lost Brett “Timetravelling” Scheinert, raid designer on Sentinel’s Fate.
It’s also rumored Vanguard has lost William Bidermann and Joel “Raijinn” Sasaki, who is the game’s community manager.
Steve Kramer, former EQII designer who was moved over toThe Agency, was also let go, along with two unnamed marketing employees.
Best of luck, all. But who needs those well-established companies anyway? Start your own development studio! Call it Rock at Dawn Online Entertainment or something. You know, be creative.
Until July 18, both are 50 percent off the regular price, and next weekend, according to Gamerdeals, Mass Effect will be 75 percent off, and Mass Effect 2 and its Digital Deluxe version will both be 40 percent off.
We’re not sure how it got a hold of the savings ahead of time, but here is what it says are planned in the future:
Weekend 3 (7/29/10 – 8/1/10):
Weekend 4 (8/5/10 – 8/8/10):
Weekend 5 (8/12/10 – 8/15/10):
Weekend 6 (8/19/10 – 8/22/10):
Weekend 7 (8/26/10 – 8/29/10):
Weekend 8 (9/2/10 – 9/5/10):
With no demo version for any of the title’s platforms being available before the title’s release in about eight weeks time, the buzzing discussions in the sim racing community about F1 2010’s degree of realism can be expected to continue until the title will hit the shelves.
Formula One 2010 is scheduled for a September release for the PC.
In it, Blizzard tries to reassure folks and calm fears over the Facebook integration to WoW, the discarding of its plans to use real names on its forums, and just exactly what its plans are for Real ID.
The good news, is you can now “opt out of appearing on their Real ID friends’ “friends of friends” lists”, and Blizzard insists it will not allow third-parties to steal your information, while still trying to wrangle the trolls on the forums.
So here's the whole Q & A :
Answers to Common Community Questions About Real ID
Since the launch of the Real ID system in World of Warcraft, we’ve received a number of questions from the community about our plans for the service, features like StarCraft II’s Facebook integration, and how we see Real ID evolving in the future. We’ve been keeping tabs on the conversations on our forums, social media sites, and fansites, and have compiled some of the most common questions to answer for you here. We hope you find this information helpful, and we look forward to hearing your feedback and continuing the conversation in the thread below.
Q: Do you have any plans to allow players to not show their real name to friends of friends while using the Real ID system?
A: As with any new feature we add to our games, we’ve been evaluating how Real ID has been used since its release to identify new functionality that would help improve our players’ experience. The in-game Real ID “friends of friends” list is designed to give players a convenient way to populate their Real ID friends list with other players they know and trust in real life, allowing them to quickly and easily send Real ID friend requests to these people without having to enter their Battle.net account names. However, we recognize that some players would prefer not to be displayed on friends lists in this fashion, so we plan to include an option that will allow players to opt out of appearing on their Real ID friends’ “friends of friends” lists. We’re anticipating this feature to be available for StarCraft II shortly after release of the game, and World of Warcraft at around the same time — we’ll have more information for you in the coming weeks.
Q: What are your plans for Facebook integration?
A: With regard to Facebook, our goal is to help Blizzard gamers on Battle.net more easily connect to their real-life friends and family. For the launch of StarCraft II, we are introducing an optional Facebook friend finder feature to help achieve this goal. The friend finder enables players who decide to use it to easily populate their Battle.net friends list by sending Real ID friend requests to the people on their Facebook friends list who have Battle.net accounts. We hope players will find this feature convenient, but it’s completely optional. In the long term, we hope to give players who use Facebook some fun, and also optional, ways to share what they’re doing in Blizzard games with their friends, similar to the optional World of Warcraft Armory integration now available, but we don’t have any specific plans to share at present.
Q: How does the friend finder in StarCraft II work? What’s sent to Facebook?
A: When you use the Add a Friend feature in StarCraft II, one of the options you’ll see is to search your Facebook friends list for people who also have Battle.net accounts in order to quickly send them Real ID friend requests. When you click this button, you’ll be asked to enter your Facebook login information, and you’ll then see a list of your Facebook friends who also have Battle.net accounts. You’ll then have the option to send any of these Facebook friends a Real ID friend request in-game. (Keep in mind that for someone to appear on the list, their Battle.net account email address must match their Facebook email address. In addition, you’ll see the names of any Facebook friends who have registered Battle.net accounts, regardless of whether they have Blizzard games attached to their account or just, for example, created the Battle.net account to make a purchase on the online Blizzard Store.)
It’s important to note that Blizzard Entertainment does not share any personal information with Facebook as part of this process. Keep in mind that as with other Real ID features such as the “friends of friends” list, our goal with the friend finder feature is to create convenient options to help players easily find people they know in real life on Battle.net without having to remember email addresses or account names. We hope players will find the feature easy to use and convenient.
Q: How can I prevent World of Warcraft add-ons from accessing Real ID first and last names without my knowledge?
A: As always, we recommend that you get your UI add-ons through reliable sources. It’s important to note that without installing a UI add-on specifically designed to retrieve that information, there’s no risk of it being accessed. On our end, we’re looking into the issue and are at work on some changes that we can make to help protect against these types of add-ons. We’ll provide further details as soon as we have more information to share.
Q: Are you secretly trying to build a social gaming platform with the new Battle.net?
A: It’s no secret — as we’ve discussed openly since we first started sharing our plans about the new Battle.net, one of our goals is for it to serve as a social gaming service for Blizzard gamers. This was a deliberate and open design decision, driven 100% by the desire to create an even better online experience for our players by giving them powerful tools to compete with and stay connected to their real-life friends and family.
Q: If my account was compromised, what information about my Real ID friends would a hacker have access to?
A: We take account security very seriously, and we offer a number of ways to help players keep their account secure, including the Battle.net Authenticator and the free Battle.net Mobile Authenticator app, available for a wide range of mobile devices. Aside from your friends’ first and last names, no other personal information is shared through the in-game Real ID system.
Q: What’s a StarCraft II “character code”?
A: When you first log in to StarCraft II, you’re prompted to choose a single character name. This is the only name you’ll use on Battle.net, and it’s tied to your StarCraft II license. In order to allow players to select any name they wish regardless of whether another player is already using the same name, we then generate and assign a three-digit character code that uniquely identifies the player. When posting on the forums of the new StarCraft II community site, players will be posting using their StarCraft II character name and character code.
Q: Will the new StarCraft II forum posting name format (character name + character code) carry over into the forum communities of other Blizzard games?
A: Following our recent decision to no longer use real first and last names on Blizzard forums, we’re still evaluating how we’ll move forward with our other forums. Our ultimate goal is still to promote constructive conversations and improve the overall forum experience for our players, and we think increasing accountability is an important part of achieving that. StarCraft II already uses a character name and character code combo in-game, which serves as a unique player identifier and fits well with our goal for the forums. World of Warcraft handles player identification differently, so we still need to determine whether adding a character code system like in StarCraft II is the best solution. Ultimately, we want to come up with a system that makes sense for each community and fits our long-term vision for the forums.
Q: Are there any plans to change the in-game Real ID system so that players will have the option to display an assigned user name instead of their real names?
A: The Real ID system is designed to help real-life friends and family who decide to use it keep in touch with each other across Blizzard games, and our goal in using real names is to ensure that players will be able to maintain long-term, meaningful relationships on the service for years to come. One way it helps make that happen is by eliminating the need to remember who, for example, “Thrall123″ really is when you see him or her pop up on your friends list again after months — or years — of being offline. Ultimately, we think this is the best way to ensure players who use Real ID are able stay connected with the people they enjoy playing with most in the long-term, and we don’t currently have any plans to change the system so it can be used with character names or alternate handles instead. That said, Battle.net is a living, breathing service that we will continue to evolve over time as we evaluate how players are using it and identify new ways to improve the experience.
Q: What plans are there to improve moderation since the use of real names on the forums has been changed?
A: Our new community sites’ forums, beginning with the StarCraft II site, will have an improved moderation system as well as a post-rating system which will help our players promote the conversations they find the most constructive, as well as help forum moderators identify quality discussions. This, coupled with the unique StarCraft II character name and code, will help us to create a more positive atmosphere based on community interaction and accountability.