Security Guards, Emergency Meetings, and More: Infinity Ward Bosses Laid-Off Due to “Insubordination” and Breach of Contract

March 3, 2010 by admin · Comment
Filed under: PC Gaming 

e4d30_modern_warfare_2 Security Guards, Emergency Meetings, and More: Infinity Ward Bosses Laid-Off Due to “Insubordination” and Breach of Contract

The past 24 hours have not been kind to Modern Warfare 2 developer Infinity Ward.

It all began yesterday evening when rumors surfaced that Activision ordered security personnel to go check in on Infinity Ward in what we’re sure was a polite, completely non-threatening gesture. Infinity Ward employees were “freaked out” and “confused” by the nasty turn of events.

It only got uglier from there.

Apparently, Activision was investigating "breaches of contract and insubordination by two senior employees at Infinity Ward." These two senior employees were later identified as none other than the company’s heart and soul, respectively, bosses Jason West and Vince Zampella. Both men are now jobless.

Shortly after, in a move that seems a bit too convenient for our tastes, Activision announced the creation of a Call of Duty business unit, which will be headed-up by Philip Earl, who currently runs Activision Publishing’s Asia Pacific region. Meanwhile, Activision vets Steve Pearce and Steve Ackrich will take up the reigns over at Infinity Ward until suitable candidates are found to permanently steer the wagon. Again, fishy.

This came after Activision CEO Bobby Kotick flew in for an emergency meeting with Infinity Ward’s remaining staffers this afternoon.

So, what exactly caused this plate-flinging, staying-at-mother’s-house-for-a-month lover’s spat? Activision’s not talking, but the Internet’s made a valiant effort at putting together the pieces. For one thing, rumor has it that Activision’s been withholding royalty fees from Infinity Ward. Meanwhile, Infinity Ward’s apparently been shopping around for a new publisher despite a deal with Activision that doesn’t expire until October. And the developer’s hoping to take the Modern Warfare franchise with it, as it’s a partial owner of the Call of Duty franchise. Also, earlier this year Infinity Ward was rumored to have decided to focus on a new franchise instead of developing Modern Warfare 3 – a move that, we’re sure, had Activision’s piggy banks squealing in desperate fear of starvation.

But here’s the kicker: earlier today, after announcing a new action-adventure entry in the Call of Duty series developed by Sledgehammer Games, Activision said that Infinity Ward is still “central” to the Call of Duty franchise. An odd thing to say about a studio that hopes to develop a new IP. Now, maybe we’re reading into things a bit, but if your billion dollar horse was bucking, we bet you’d consider doing some fairly unscrupulous things to whip it back into line.

We wish the best of luck to everyone at Infinity Ward. Keep fighting the good fight, guys and gals. 

SteelSeries Launches New Gaming Keyboard, Headset

March 2, 2010 by admin · Comment
Filed under: PC Gaming 

778ad_steelseries_kb_hs SteelSeries Launches New Gaming Keyboard, Headset

SteelSeries, makers of “professional gaming gear”, have used CeBIT as the launching platform for a new keyboard, the 6Gv2, and headset, the 7H.

The 6Gv2 keyboard is modeled after SteelSeries’s award-winning 7G. It is designed with 18-karat gold-plated mechanical no-click switches, which SteelSeries says will offer quicker reaction times, advance key combinations, and more “Actions Per Minute.” The 6Gv2 has a buffer system created specifically for gaming, and an “anti-ghosting” feature that allows users in first person shooters (FPS) to move, crouch, aim, fire, and even check the scoreboard–all at the same time. Built in are media controls, allowing quick access to audio controls. Unlike the 7G, the 6Gv2 has no audio ports, USB ports, or removable plastic hand-rest.

The 7H headset features 50mm drivers with over-the-ear cups that SteelSeries says will deliver a “clean soundscape of high, low and mid tones from background, mood setting sounds in MMO games to 3D positional alerts in FPS games.” The 7H comes with two ear cup options: leather, for maximum sound isolation, or cloth, so you can better communicate with teammates. It has a retractable, uni-directional microphone in the left ear cup, and has built-in volume and microphone controls. 7H comes with standard miniplugs or a USB connector. The USB version comes with optimized sound profiles, as well as customizable environmental settings. For easy storage, the 7H can be dismantled into four pieces.

The 6Gv2 keyboard retails for $99.99, while the 7H headset retails for $119.99, with the USB version going for $149.99. All are available for pre-sale at Amazon.

 

Image Credit: SteelSeries

Another Study Links Violent Videogames to Violent Behavior

March 2, 2010 by admin · Comment
Filed under: PC Gaming 

Maybe it all started with the 1997 Atari 2600 title Combat, in which you were tasked with blowing up your best friend (or whoever you invited over) with a tank, bi-plane, or jet. Or maybe it was something else, but no matter what videogame first began shaping our feeble minds, one thing’s for sure - violent videogames increases our violent thinking, attitudes, and behaviors, says a new study. Oh, and those shoot-em-ups you’ve been playing do absolutely nothing to promote positive social behaviors.

To come to the above conclusion, psychologist Craig Anderson of Iowa State University and his team combed through the results of existing studies of 130,000 people from the U.S., Europe, and Japan. Anderson says he found an association between exposure to violent games and aggressive behavior, aggressive cognition, and aggressive "affect."

"Videogames are neither inherently good nor inherently bad," the study says. "But people learn. And content matters."

Naturally, not everyone agrees with Anderson’s findings. Two such critiques include Christopher Ferguson and John Kilburn of the department of behavioral applied science and criminal justice at Texas A&M International University. Ferguson and Kilburn point out flaws in Anderson’s study, including what they believe is a selection bias, as well as a weak connection at best. Furthermore, Freguson says that violent crime in the U.S. and other developed nations has decreased over the decades, even though videogames are becoming more popular than ever.

More info here.

0719a_Adventure Another Study Links Violent Videogames to Violent Behavior

Image Credit: scottpehnke.com

Game Theory: History Alive

March 1, 2010 by admin · Comment
Filed under: PC Gaming 

a32f0_tom-mcdonald Game Theory: History AliveIt’s wonderful that even after 30-odd years as a gamer, there are still gaming moments that can surprise and delight me. Assassin’s Creed II (finally available for PC this month) absolutely knocked me cold within the first few minutes of the Florentine sequences.

It wasn’t the gameplay. Although the movement and combat are certainly strong (and a clear improvement over the original), we should expect that. It’s 2010: We’ve had so many quality exemplars of stealth and fighting systems that a developer has no excuse not to do it right.

It wasn’t the premise, which is dumber than a contestant on Conveyer Belt of Love. All the memories of all my ancestors are encoded in my DNA? Really? Right there between eye color and height is a base pair of nucleotides recording my 24th great-granduncle’s encounter with a hooker on January 24, 1472? And Veronica Mars is capable of extracting that memory and feeding it back into my brain as a simulation? That’s your premise?

No, the real treasure of Assassin’s Creed II, the real magic that takes the breath away, is Florence itself, and later, Venice. This is why I still game, and why the art of simulation is so utterly unique to gaming. Film and prose are, frankly, better media for narrative storytelling. “Gameplay” can be found in sports, puzzles, and conventional games.

But only interactive entertainment can truly simulate an environment, and then draw the narrative and gameplay elements into that simulation. The Florence and Venice of AC2 are masterpieces of design. It’s not just the architecture and open-city design, but also the living environment down on the ground, as people go about their lives. Merchants sweep the street in front of their stores, courtesans beckon from corners, pickpockets work the crowd, and threaded throughout all of it is the tension, plotting, and power-politics of Renaissance Italy.

I spent a semester in college (and a great deal of time since) studying many of these places and the history surrounding them, and Ubisoft Montreal nails it. Viewing 15th century Florence from atop Brunelleschi’s gravity-defying dome, and then being able to drop down to ground level to explore the city is one of the most thrilling things I’ve experienced in a lifetime of gaming. Thanks, Ubisoft.

Thomas L. McDonald has been covering games for 17 years. He is Editor-at-Large of Games Magazine.

The Game Boy: Why Gamers Need to Wise Up and Realize That “Streamlined” Doesn’t Mean “Dumbed-Down”

February 26, 2010 by admin · Comment
Filed under: PC Gaming 

Listening to many gamers and critics prattle on about Mass Effect 2 is kind of like listening to a teenager talk about their first love. The game, they say, can do no wrong. It’s a pure, perhaps even blind sort of love, and at first glance, it’s well-deserved. But no videogame – no matter how much of its dialogue is delivered in Martin Sheen’s seductively raspy warble – is perfect. Problem is, many of Mass Effect 2’s detractors are picking on the wrong “flaw.”

cb597_mass-effect-2_shoot The Game Boy: Why Gamers Need to Wise Up and Realize That “Streamlined” Doesn’t Mean “Dumbed-Down”

For Mass Effect 2, the word of the day that’s got nitpickers screaming like they’re on an episode of Pee-Wee’s Playhouse is “streamlined.” Or, in many cases, its more derogatory cousin: “dumbed-down.” “Mass Effect 2’s not even an RPG anymore,” many of them hoot and holler. “It’s just a shooter with RPG elements!” Now, ignoring the fact that large chunks of Mass Effect 2 see Shepard holstering his sticks and stones in favor of words so that the player can — you know — play a role, streamlining the game’s combat doesn’t diminish its effect. In fact, I’d even argue that it allows for greater strategic depth. Problem is, many gamers still cling to dusty, archaic notions of what certain genres should be, which – in my opinion – is keeping those genres stuck firmly in the Stone Age.

I realized just how much I appreciated Mass Effect 2’s straight-to-the-point take on running and gunning while I was making my way through BioShock 2. Yes, BioShock 2’s got all the trappings of a shooter, but – at any given moment – there’s just so much to do. Among other things, you’ve tons of guns and powers to shuffle through, health and plasmid meters to regulate, traps to keep an eye out for, items to pick up, etc. Now, BioShock 2’s combat definitely thrives on chaos, but – when the real meat of the game lies in staying just one precarious step ahead of splicers, Big Daddies, and Big Sisters – micromanaging the above factors really only serves to confuse and overwhelm the player. Don’t get me wrong: options are great. But so is food, and as with options, if you cram too much of it into something, you just get a bunch of unnecessary fat.

Mass Effect 2, on the other hand, gave me what I needed in battle and the means by which to quickly and conveniently access it. Nothing more, nothing less. My mind, no longer firing on all cylinders to just handle just the basics of combat, was free to plan out inventive strategies in the heat of battle. Instead of fumbling through my arsenal while working up a nice, refreshing nervous sweat, I was firing off orders and giving my enemies fits. Similarly, Mass Effect 2’s simplification of leveling, weapons, armor, and stats in general had me spending far less time bathed in the neon-glow of menu screens and more immersed in the stories of Shepard and his gang of incredibly dysfunctional cutthroats. A win-win situation, in my book.


That’s only one example, though. Over in Console Land, two games have (semi) recently come under fire for eschewing genre traditions and trimming away unnecessary fat. First up, Final Fantasy XII – in many ways the most progressive game in its entire 400,000,000 game series – bellyflopped its way right into the bargain bin because, as many gamers put it, “the game played itself.” Is that such a bad thing, though? Final Fantasy XII allowed players to program their characters for specific battle situations, all but eliminating the mundane menu-crawling that so characterized the series’ random battles for its entire existence. Again, Final Fantasy XII aimed to streamline and refine its combat system, but close-minded gamers were too stuck on their preconceived notions of what an RPG – and, on some level, videogames – should be, so they turned up their noses, scoffed, and went back to enduring random battle after random battle because that’s the way it’s always been. And guess what? Square Enix listened. Final Fantasy XIII’s a “return to form” for the series. Talk about a hollow victory.

7363c_heavy-rain-20090602032040255 The Game Boy: Why Gamers Need to Wise Up and Realize That “Streamlined” Doesn’t Mean “Dumbed-Down”

More recently, PS3 heavy-hitter Heavy Rain took its fair share of flack for fusing a number of game genres with the cinematic flair and pacing of a movie. “It’s just a series of glorified ‘press A to not die’ quick-time events!” skeptics cried. “It might as well be Dragon’s Lair.” Again, however, by shaving off a few layers of interactivity, Heavy Rain created an entirely new form of videogame. But instead of embracing the notion of something new, many gamers hesitated to even call Heavy Rain a videogame. And yeah, it’s difficult to find a nice fit for Heavy Rain in the larger tapestry of videogame genres, but that’s the point!

And therein lies the rub: We’re operating on an outdated, utterly arbitrary notion of what makes an RPG an RPG, a shooter a shooter, and even a videogame a videogame. We’re taking our cues from a canon that’s still very much in the making. But really, if we want videogames to take off and reach their full potential, we need to stop binding their wings with our short-sighted ideas. We complain that videogames have stagnated – that they’re not innovative enough anymore. But when someone puts a new spin on an old idea, we roll our eyes and suddenly become cynical old museum curators, shooing away every piece that can’t fit in a frame and hang on a wall.

With the rapidly climbing price of game development, it’s already difficult enough for developers to breathe life into new ideas. So when a developer makes its very own Frankenstein’s monster of game genres, let’s at least wait until we’ve actually played the result for ourselves before raising our pitchforks and torches.

The Game Boy: Why Gamers Need to Wise Up and Realize That “Streamlined” Doesn’t Mean “Dumbed-Down”

February 26, 2010 by admin · Comment
Filed under: PC Gaming 

Listening to many gamers and critics prattle on about Mass Effect 2 is kind of like listening to a teenager talk about their first love. The game, they say, can do no wrong. It’s a pure, perhaps even blind sort of love, and at first glance, it’s well-deserved. But no videogame – no matter how much of its dialogue is delivered in Martin Sheen’s seductively raspy warble – is perfect. Problem is, many of Mass Effect 2’s detractors are picking on the wrong “flaw.”

ac3ee_mass-effect-2_shoot The Game Boy: Why Gamers Need to Wise Up and Realize That “Streamlined” Doesn’t Mean “Dumbed-Down”

For Mass Effect 2, the word of the day that’s got nitpickers screaming like they’re on an episode of Pee-Wee’s Playhouse is “streamlined.” Or, in many cases, its more derogatory cousin: “dumbed-down.” “Mass Effect 2’s not even an RPG anymore,” many of them hoot and holler. “It’s just a shooter with RPG elements!” Now, ignoring the fact that large chunks of Mass Effect 2 see Shepard holstering his sticks and stones in favor of words so that the player can — you know — play a role, streamlining the game’s combat doesn’t diminish its effect. In fact, I’d even argue that it allows for greater strategic depth. Problem is, many gamers still cling to dusty, archaic notions of what certain genres should be, which – in my opinion – is keeping those genres stuck firmly in the Stone Age.

I realized just how much I appreciated Mass Effect 2’s straight-to-the-point take on running and gunning while I was making my way through BioShock 2. Yes, BioShock 2’s got all the trappings of a shooter, but – at any given moment – there’s just so much to do. Among other things, you’ve tons of guns and powers to shuffle through, health and plasmid meters to regulate, traps to keep an eye out for, items to pick up, etc. Now, BioShock 2’s combat definitely thrives on chaos, but – when the real meat of the game lies in staying just one precarious step ahead of splicers, Big Daddies, and Big Sisters – micromanaging the above factors really only serves to confuse and overwhelm the player. Don’t get me wrong: options are great. But so is food, and as with options, if you cram too much of it into something, you just get a bunch of unnecessary fat.

Mass Effect 2, on the other hand, gave me what I needed in battle and the means by which to quickly and conveniently access it. Nothing more, nothing less. My mind, no longer firing on all cylinders to just handle just the basics of combat, was free to plan out inventive strategies in the heat of battle. Instead of fumbling through my arsenal while working up a nice, refreshing nervous sweat, I was firing off orders and giving my enemies fits. Similarly, Mass Effect 2’s simplification of leveling, weapons, armor, and stats in general had me spending far less time bathed in the neon-glow of menu screens and more immersed in the stories of Shepard and his gang of incredibly dysfunctional cutthroats. A win-win situation, in my book.


That’s only one example, though. Over in Console Land, two games have (semi) recently come under fire for eschewing genre traditions and trimming away unnecessary fat. First up, Final Fantasy XII – in many ways the most progressive game in its entire 400,000,000 game series – bellyflopped its way right into the bargain bin because, as many gamers put it, “the game played itself.” Is that such a bad thing, though? Final Fantasy XII allowed players to program their characters for specific battle situations, all but eliminating the mundane menu-crawling that so characterized the series’ random battles for its entire existence. Again, Final Fantasy XII aimed to streamline and refine its combat system, but close-minded gamers were too stuck on their preconceived notions of what an RPG – and, on some level, videogames – should be, so they turned up their noses, scoffed, and went back to enduring random battle after random battle because that’s the way it’s always been. And guess what? Square Enix listened. Final Fantasy XIII’s a “return to form” for the series. Talk about a hollow victory.

6cdde_heavy-rain-20090602032040255 The Game Boy: Why Gamers Need to Wise Up and Realize That “Streamlined” Doesn’t Mean “Dumbed-Down”

More recently, PS3 heavy-hitter Heavy Rain took its fair share of flack for fusing a number of game genres with the cinematic flair and pacing of a movie. “It’s just a series of glorified ‘press A to not die’ quick-time events!” skeptics cried. “It might as well be Dragon’s Lair.” Again, however, by shaving off a few layers of interactivity, Heavy Rain created an entirely new form of videogame. But instead of embracing the notion of something new, many gamers hesitated to even call Heavy Rain a videogame. And yeah, it’s difficult to find a nice fit for Heavy Rain in the larger tapestry of videogame genres, but that’s the point!

And therein lies the rub: We’re operating on an outdated, utterly arbitrary notion of what makes an RPG an RPG, a shooter a shooter, and even a videogame a videogame. We’re taking our cues from a canon that’s still very much in the making. But really, if we want videogames to take off and reach their full potential, we need to stop binding their wings with our short-sighted ideas. We complain that videogames have stagnated – that they’re not innovative enough anymore. But when someone puts a new spin on an old idea, we roll our eyes and suddenly become cynical old museum curators, shooing away every piece that can’t fit in a frame and hang on a wall.

With the rapidly climbing price of game development, it’s already difficult enough for developers to breathe life into new ideas. So when a developer makes its very own Frankenstein’s monster of game genres, let’s at least wait until we’ve actually played the result for ourselves before raising our pitchforks and torches.

Velvet Assassin: New Screens

February 25, 2010 by admin · Comment
Filed under: PC Gaming 

New Screens

4 New Screens have been dropped for the WWII stealth/action game Velvet Assassin. If you don’t know the back story, the game stars Violette Summer a character depicting real life secret agent Violette Szabo, whose story is remarkable if you have a few minutes to read it.

The game doesn’t claim to be based on Szabo’s missions, just inspired by; so we’ll see if the same fate (potential spoiler alert?) is tied to Summer.

Velvet Assassin is currently scheduled for a fall release on the Xbox 360 and PC.

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Ubisoft Clarifies Assassin’s Creed II DRM, We’re Still Not Convinced

February 19, 2010 by admin · Comment
Filed under: PC Gaming 

7c3ac_assassins_creed_2_dive Ubisoft Clarifies Assassin’s Creed II DRM, We’re Still Not Convinced

To say that Ubisoft’s in the doghouse with every PC gamer on earth right now is a bit of an understatement. “But wait!” says Ubisoft, its Adam’s apple bobbing as a pitchfork hovers just above its throat. “We can explain!”

Ok, we’re listening.

"As long as you do not quit the game, the game will continue to try to reconnect for an unlimited time. Once the game is able to reconnect, you will immediately be returned to your game," Ubisoft told Ars Technica.

"Where exactly you are reconnected in the game may differ from title to title. Settlers 7 reconnects at the exact point where the connection was lost, AC2 reconnects you at the last checkpoint (and not the last auto save, as indicated in the CVG article). There are many checkpoints so you’re back to the point where you got disconnected in no time." 

Apparently, DRMed games also won’t miss a beat if your connection goes MIA for a couple seconds. Only “lengthy” disconnects send you hurtling back to the starting line.
 
As you might have surmised from the title, though, we’re still not sold on this. Not by a long shot. The fact that we can be locked out of our game at all is a head-scratcher, and it really doesn’t help anyone. After all, what’ll happen? Will our legal copy suddenly transform into a pirated copy when Ubisoft stops looking?

Piracy needs to stop – no doubt. But publishers don’t need to treat PC gamers like second class citizens to do it. Shocking, we know, since it’s worked so well in the past.  

Ubisoft Clarifies Assassin’s Creed II DRM, We’re Still Not Convinced

February 19, 2010 by admin · Comment
Filed under: PC Gaming 

84e76_assassins_creed_2_dive Ubisoft Clarifies Assassin’s Creed II DRM, We’re Still Not Convinced

To say that Ubisoft’s in the doghouse with every PC gamer on earth right now is a bit of an understatement. “But wait!” says Ubisoft, its Adam’s apple bobbing as a pitchfork hovers just above its throat. “We can explain!”

Ok, we’re listening.

"As long as you do not quit the game, the game will continue to try to reconnect for an unlimited time. Once the game is able to reconnect, you will immediately be returned to your game," Ubisoft told Ars Technica.

"Where exactly you are reconnected in the game may differ from title to title. Settlers 7 reconnects at the exact point where the connection was lost, AC2 reconnects you at the last checkpoint (and not the last auto save, as indicated in the CVG article). There are many checkpoints so you’re back to the point where you got disconnected in no time." 

Apparently, DRMed games also won’t miss a beat if your connection goes MIA for a couple seconds. Only “lengthy” disconnects send you hurtling back to the starting line.
 
As you might have surmised from the title, though, we’re still not sold on this. Not by a long shot. The fact that we can be locked out of our game at all is a head-scratcher, and it really doesn’t help anyone. After all, what’ll happen? Will our legal copy suddenly transform into a pirated copy when Ubisoft stops looking?

Piracy needs to stop – no doubt. But publishers don’t need to treat PC gamers like second class citizens to do it. Shocking, we know, since it’s worked so well in the past.  

Civilization V Officially Announced

February 19, 2010 by admin · Comment
Filed under: PC Gaming 

333b0_civV_1 Civilization V Officially Announced

The Revolution was televised, and it was pretty all right, we guess. But now Sid Meier’s up to his old tricks again, and we couldn’t be happier. No more “Revolutions,” no more Facebook games. Just a good old-fashioned numbered installment in the Civ series that’s being built from the ground up as a PC exclusive.

“Sid Meier’s Civilization franchise has been recognized as one of the greatest PC game franchises of all time with millions of units sold worldwide,” said Christoph Hartmann, president of 2K. “Civilization V takes the franchise further by offering players a more immersive experience with deeper strategies; heightened tactical combat; vast, realistic landscapes to explore, battle over and claim as their own; and an in-game community hub where Civ fans can share content and compete against each other without leaving the game.”

Which is all great. But you know what’s even better? Hex grids, which apparently allow for “deeper strategy, more realistic gameplay and stunning organic landscapes for players to explore as they expand their empire.”

Hexagon tiles, incidentally, strike us as a bit of an odd feature to promote front-and-center when you’re announcing a new game. There’s no middle ground. Either you’re an average “everyday” gamer who only delves into turn-based strategy when a new Civ game comes out, in which case, you have no idea what Talk-Two’s taking about. Er, Take-Two’s talking about. Or you’re a hardcore strategy buff, in which case you’re sexually aroused right now.

But that’s neither here nor there. And sadly, neither is any more info on Civ V. We’ll keep you posted.

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