Earlier this week, as reported by Bloomberg,
EA settled with Activision over accusations that EA attempted to poach
Call of Duty creators, West and Zampella before Activision fired the
pair for breach of contract and insubordination in 2010. The
West/Zampella vs. Activision case is still alive and kicking, however.
Now Develop note that their damages claim for unfair dismissal has grown to ONE BILLION dollars.
West and Zampella initially sued their former employers for $36 million
in 2010 for unfair dismissal and unpaid royalties. It was revealed
earlier this week that Activision have paid royalties of $42 million to
the Infinity Ward employee group, but on Wednesday Giant Bomb dropped a payload in the form of a leaked court document which seemed to suggest that Activision were looking to get rid of the Call of Duty creators way back in 2009.
The document even implied that senior figures in Activision asked
members of staff to monitor Infinity Ward’s email exchanges as part of
an ominously named “project Icebreaker” plan, a scheme outwardly set up
to improve the fractious relationship between the publisher and Infinity Ward.
The West/Zampella vs. Activision trial is set to start on May 29.
It’s going to be a massive case. Their dismissal in 2010 prompted a big
exodus of developers and programmers from Infinity Ward. Since then,
West and Zampella have set up another studio called Respawn Entertainment. In between lawyer meetings and court appearances they’re busy building a team and making a new game.
Friday, May 18, 2012
Blizzard apologises for Diablo 3 server issues. Launch preparations “did not go far enough”
Blizzard
has released a statement following widespread server issues affecting
Diablo III since its launch on Tuesday. Some players have seen pre-release error messages, connection issues, and even lag spikes during single player games. Now Blizzard are saying sorry.
The statement admits that “despite very aggressive projections, our preparations for the launch of the game did not go far enough.” As a result, Blizzard have moved the launch of its real-money auction house “beyond our original estimated date of May 22,” though they don’t specify exactly when.
Blizzard also thanked the game’s enthusiastic fans, and believe they have addressed most of the core issues. They will continue to monitor the servers, which we can only assume are still rammed with enthusiastic clickers.
The post follows days of problems with the game’s servers, which are believed to have caused the game’s Metacritic user review average to drop to a meagre 3.6. Read on for all the info, direct from Blizzard. For more, read Tom’s Diablo 3 review as it happens, or check out our complete launch guide.
Diablo Players:
We’d like to extend a very sincere thank you to everyone who joined the global Diablo III launch celebrations this week, as well as to everyone who was ready to jump into Sanctuary the moment the game went live.
To that end, we’d also like to say that we’ve been humbled by your enthusiasm – and we sincerely regret that your crusade to bring down the Lord of Terror was thwarted not by mobs of demons, but by mortal infrastructure. As many of you are aware, technical issues occurring within hours after the game’s launch led to players experiencing error messages and difficulty logging in. These issues cropped up again last night for the Americas and Europe servers. Despite very aggressive projections, our preparations for the launch of the game did not go far enough.
We’ve been monitoring the game 24/7 and have applied several optimizations to help our systems better weather the global rush. As of late last night, specifically 11:50 PM PDT on May 15, all systems have been online and running relatively smoothly. We’re continuing to monitor performance globally and will be taking further measures as needed to ensure a positive experience for everyone. This includes some maintenance to implement additional improvements for each region.
In order to make sure everything is continuing to run as it should, we’ve decided to move out our target launch for the real-money auction house beyond our original estimated date of May 22. We’ll post further updates on that in the near future.
Aside from the tremendous number of players simultaneously logging in to the game, one of the launch-day service issues was linked to the achievement system. Some players began to notice early on that achievements were either not being earned properly, or not being saved between multiple logins. We’re investigating this issue and will provide a specific update as soon as possible.
We greatly appreciate everyone’s support, and we want to sincerely apologize for the difficulties many of you encountered on day one. Please visit the Battle.net Support site or Support forums for the latest service-related updates or for help in troubleshooting any technical issues you may be having downloading, installing, or while playing the game.
Thank you again for your patience while we reinforce the gates of Sanctuary and further strengthen it for your onslaught.
Respectfully,
Blizzard Entertainment.
The statement admits that “despite very aggressive projections, our preparations for the launch of the game did not go far enough.” As a result, Blizzard have moved the launch of its real-money auction house “beyond our original estimated date of May 22,” though they don’t specify exactly when.
Blizzard also thanked the game’s enthusiastic fans, and believe they have addressed most of the core issues. They will continue to monitor the servers, which we can only assume are still rammed with enthusiastic clickers.
The post follows days of problems with the game’s servers, which are believed to have caused the game’s Metacritic user review average to drop to a meagre 3.6. Read on for all the info, direct from Blizzard. For more, read Tom’s Diablo 3 review as it happens, or check out our complete launch guide.
Diablo Players:
We’d like to extend a very sincere thank you to everyone who joined the global Diablo III launch celebrations this week, as well as to everyone who was ready to jump into Sanctuary the moment the game went live.
To that end, we’d also like to say that we’ve been humbled by your enthusiasm – and we sincerely regret that your crusade to bring down the Lord of Terror was thwarted not by mobs of demons, but by mortal infrastructure. As many of you are aware, technical issues occurring within hours after the game’s launch led to players experiencing error messages and difficulty logging in. These issues cropped up again last night for the Americas and Europe servers. Despite very aggressive projections, our preparations for the launch of the game did not go far enough.
We’ve been monitoring the game 24/7 and have applied several optimizations to help our systems better weather the global rush. As of late last night, specifically 11:50 PM PDT on May 15, all systems have been online and running relatively smoothly. We’re continuing to monitor performance globally and will be taking further measures as needed to ensure a positive experience for everyone. This includes some maintenance to implement additional improvements for each region.
In order to make sure everything is continuing to run as it should, we’ve decided to move out our target launch for the real-money auction house beyond our original estimated date of May 22. We’ll post further updates on that in the near future.
Aside from the tremendous number of players simultaneously logging in to the game, one of the launch-day service issues was linked to the achievement system. Some players began to notice early on that achievements were either not being earned properly, or not being saved between multiple logins. We’re investigating this issue and will provide a specific update as soon as possible.
We greatly appreciate everyone’s support, and we want to sincerely apologize for the difficulties many of you encountered on day one. Please visit the Battle.net Support site or Support forums for the latest service-related updates or for help in troubleshooting any technical issues you may be having downloading, installing, or while playing the game.
Thank you again for your patience while we reinforce the gates of Sanctuary and further strengthen it for your onslaught.
Respectfully,
Blizzard Entertainment.
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Diablo 3 secret level uncovered
Update: We’ve moved the screenshot of the level below the fold. Click through to see it!
Players have discovered the rumoured Diablo 3 secret level only a few days after the game’s release. It’s called Whimsyshire, and it’s a playful poke in the ribs for anyone who accused the game of being too colourful back when its art style was originally unveiled. Whimsyshire is a neon-green children’s cartoon complete with rainbows and playful little happy clouds. Hooray!
The portal to Whimsyshire is a glowing rainbow crevasse that can be unlocked during Act 1 of the game, provided that you’ve collected the right ingredients from elsewhere. Enemies range from ponies to Cuddle Bears, but don’t be fooled: it’s equivalent to an Act 4 dungeon and it’ll turn your fresh character into a brightly-coloured smear without a second thought.
You can find a guide to opening Whimsyshire over at Diablowiki.net. Be warned, though: the steps cover all four acts, and contain spoilers. Whimsyshire isn’t going anywhere: come back when you’ve finished your first run through the campaign.
Players have discovered the rumoured Diablo 3 secret level only a few days after the game’s release. It’s called Whimsyshire, and it’s a playful poke in the ribs for anyone who accused the game of being too colourful back when its art style was originally unveiled. Whimsyshire is a neon-green children’s cartoon complete with rainbows and playful little happy clouds. Hooray!
The portal to Whimsyshire is a glowing rainbow crevasse that can be unlocked during Act 1 of the game, provided that you’ve collected the right ingredients from elsewhere. Enemies range from ponies to Cuddle Bears, but don’t be fooled: it’s equivalent to an Act 4 dungeon and it’ll turn your fresh character into a brightly-coloured smear without a second thought.
You can find a guide to opening Whimsyshire over at Diablowiki.net. Be warned, though: the steps cover all four acts, and contain spoilers. Whimsyshire isn’t going anywhere: come back when you’ve finished your first run through the campaign.
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Call of Duty: Modern Wafare 3 Face Off trailer has pistols at spawn
Infinity Ward have released more footage of the new Face Off mode that’ll be added in content collection 2. Sadly, it doesn’t have Nic Cage and John Travolta swapping faces and trying to out-ham each other to death in tribute to John Woo’s 1997 flick, it’s a fast 1v1/2v2 mode set in a series of tight arenas.
It looks perfect for a bit of split screen on the consoles, and the more focused approach could fix that feeling of constantly being caught with your pants down on those busier CoD maps. Content collection 2 will arrive imminently on the Xbox, but will arrive quite a bit late on PC. There’s not solid date just yet. The pack will also contain three multiplayer maps, two co-op spec ops maps and two new Face Off arenas.
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Sly Cooper Vita Coming, Does What Madden 13 Won't
I was probably going to blow off covering Sly Cooper: Thieves in Time
at PlayStation's Pre-E3 event. The game looks great, but how many
different ways are there to describe Sly's gameplay? Well, turns out
there are now two ways -- PlayStation 3 and PlayStation Vita.
Yes, Sanzaru Games is bringing Sly Cooper: Thieves in Time to both the PS3 and the Vita. The games will share one Trophy set and one save file. So, just like MLB 12: The Show, you'll be able to play on your TV and then transfer your save for when you're headed out with the Vita. Something Madden NFL 13 is skipping this year.
But that's not to say the games are identical. Well, their content is, but the controls aren't. Whereas the PS3 has two extra shoulder buttons to play with, the Vita's going to make up the difference with the touch screen. A tap will switch Sly into one of his ancestors' disguises (the whole game is about jumping around Sly's family tree and using unique abilities) and a tap will activate the binoculars (which you aim by moving the Vita and taking advantage of the gyroscopes in the device). Tapping the back touch will pop-up a compass pointing to your objective.
I was excited for Sly Cooper: Thieves in Time before, but something about the game on the Vita really clicked for me. Switching to Sly's Robin Hood-like costume, I'd shoot arrows and steer them through the air with the Vita's tilt controls, and it was fun. Sure, the Vita version drops the action from 60 frames per second to 30, but Thieves in Time still looked pretty and as colorful as the console experience.
I can't really put it into words, but all this felt like an experience made better on the Vita. Leaping on the tight rope the arrow drew through the air, navigating past traps, playing as Carmelita -- it all felt like an experience I'd want to tackle on the go. Thankfully, I now can.
Yes, Sanzaru Games is bringing Sly Cooper: Thieves in Time to both the PS3 and the Vita. The games will share one Trophy set and one save file. So, just like MLB 12: The Show, you'll be able to play on your TV and then transfer your save for when you're headed out with the Vita. Something Madden NFL 13 is skipping this year.
But that's not to say the games are identical. Well, their content is, but the controls aren't. Whereas the PS3 has two extra shoulder buttons to play with, the Vita's going to make up the difference with the touch screen. A tap will switch Sly into one of his ancestors' disguises (the whole game is about jumping around Sly's family tree and using unique abilities) and a tap will activate the binoculars (which you aim by moving the Vita and taking advantage of the gyroscopes in the device). Tapping the back touch will pop-up a compass pointing to your objective.
I was excited for Sly Cooper: Thieves in Time before, but something about the game on the Vita really clicked for me. Switching to Sly's Robin Hood-like costume, I'd shoot arrows and steer them through the air with the Vita's tilt controls, and it was fun. Sure, the Vita version drops the action from 60 frames per second to 30, but Thieves in Time still looked pretty and as colorful as the console experience.
I can't really put it into words, but all this felt like an experience made better on the Vita. Leaping on the tight rope the arrow drew through the air, navigating past traps, playing as Carmelita -- it all felt like an experience I'd want to tackle on the go. Thankfully, I now can.
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Assassin's Creed Brotherhood PSN
Assassin's Creed II is definitely one of my favourite games of the last 12 months. It was a meaty gaming meal that took several steps towards fulfilling the promise of the original, with new mechanics, more variety in gameplay, and an alluring new setting: renaissance Italy. It was a big leap, in other words: a worthy sequel in all regards.
Brotherhood, on the other hand, will have a slightly harder time proving its worth. Rather than moving to a new time period, it continues directly on from the events of Assassin's Creed II, only with the action shifting almost entirely to Rome. Like previous titles, there's also a modern-day component. The game is once again framed by the on-going battle between the Templars and Assassins, and players are actually assuming the role of Desmond, who lives in the present day and is able to experience the memories of his ancestor Ezio using a device called the animus. The game cuts between the two time periods but the bulk of the gameplay occurs in renaissance Rome.
Ubisoft Montreal has stressed that Brotherhood has a number of innovations and evolutions designed to keep the experience fresh, and we can certainly tell you that there's easily as much content here as in Assassin's Creed II, but will it be enough to really help this title distinguish itself from last year's stellar outing? Let's find out.
After confronting Rodrigo Borgia and having his mind blown far beneath the Vatican at the end of Assassin's Creed II (and no, that's not a euphemism), the story picks up with Ezio ready for some well-earned R&R. It's not to be. Cesare Borgia – Rodrigo Borgia's son – is ticked off, and mounts a full scale attack on the assassins. The villa in Monteriggioni is destroyed and Ezio loses everything. Yes, after 20+ hours working towards all that bad-ass armour and weaponry, it's lost in a moment and players must begin again. Such is the fickle nature of videogames.
In any case, Ezio travels to Rome determined to take his revenge against Cesare. The city is divided into 12 districts, each of which is overseen by a Borgia tower, representing the Borgia's control of the area. As long as the tower stands, soldiers are out in force, shops remain closed and the people oppressed. Assassinate the tower's Captain and burn it to the ground, however, and the area will open up for business. Ezio is then able to renovate blacksmiths, banks, stables and more, and these all add to his income, in much the same way renovating Monteriggioni did in the last game. The more shops that are open, the more items will be available and perks Ezio will get. For instance, the more tailors you have, the more pouches for carrying knives and other items will be available, whereas the more banks are open the more money Ezio can store before his account is full. Each defeated tower also opens up an assassin apprentice slot, but more on that later.
Rome is impressively varied, from bustling city streets to citadels, ancient ruins and landmarks like the Coliseum.
As fans of open-world games would expect, a lot of the player's time will be occupied with missions and activities that don't necessarily advance the plot. It's easy to get sidetracked for hours finding treasure chests, taking on assassination contracts, doing missions for the various guilds or trying to level up your relationship with them, exploring the world or climbing landmarks like the Coliseum. Subterranean environments return too, in the guise of Sons of Romulus missions. These make for a nice change of pace, as the focus is very much on movement puzzles over combat.
Leonardo da Vinci is back as an ally too, and once again provides weapons for Ezio. Turns out he's also been pressured into creating war machines for Cesare, so it's up to Ezio to destroy the plans and prototypes. These see you wielding a chain gun mounted to a horse and cart, piloting a boat with a naval cannon, gliding about in Leo's paraglider – modified to fire bombs, and manning a renaissance-era tank. They're not actually that exciting, but at least inject a little variety into the gameplay.
And honestly? That's something Brotherhood needs. The gameplay on offer here is solid, but by and large the bulk of the missions are pretty similar in nature to those we've already experienced in depth in Assassin's Creed II. It really feels like treading the same old ground, without great improvements. The missions where Ezio must tail a target are still frustrating, for instance, thanks to the small sweet spot at which the player must stay away in order to follow - but not alert – his target.
There are three major changes that try to switch things up: the assassins' guild, the tweaks to combat and the ability to ride your horse anywhere. Recruiting assassins who can be called upon with the press of a button is obviously the big one, and it works very much as advertised. With each Borgia tower destroyed a new slot opens up, allowing Ezio to rescue and recruit an ordinary citizen of Rome. Calling on an assassin is as simple as targeting an enemy and hitting L1/Left trigger on PS3/360 respectively. Depending on the location and the level of your assassin, he or she might run or ride up to the target, or drop down from above. It's cool to watch, and once you have six assassins you have three groups that can be called, with a cool-down time of a few minutes for each.
Assassins gain experience through combat, but they can also be sent off to complete contracts around Europe. The greater the difficulty of a mission, the higher the XP and cash reward, and players prepared to gamble can quickly level up their assassins by assigning them difficult contracts with a lower chance of success. These missions only take five to ten minutes each and the interface is easy to use. With each level gained, you can boost either armour or weaponry, and as assassins rise through the ranks, they'll also unlock more advanced options, such as the ability to use smoke bombs. As a side note, your assassin recruits can die, but you'll likely only lose a couple in the entirety of the game.
The point of the assassin recruits is that Ezio is now a leader of men. The scale of the fight has changed – it's no longer just one man against his enemies; it's now one man trying to rally the support of a city against a tyrant. The assassins work in that sense, but when it comes to gameplay they actually just serve to make the game less challenging. Assassin's Creed II was far from hard, but at least in that game players had to work for their kills. Here it's a simple matter of directing the Death From Above. With a single button press you'll unleash a kill which, while cool, is also a little hollow.
It's not like utilizing the assassins is a genuinely new mechanic either. Ezio can already hire thieves, mercenaries or courtesans to distract or kill targets, and this is just an evolution of that concept. Whereas players couldn't rely on the guilds in ACII, however, the assassins in this game can easily become a crutch – a get-out-of-jail-free card.
It's not the only aspect that makes Brotherhood less challenging – and ultimately less enjoyable – than it should be. The inclusion of the crossbow, while fun, means that you no longer have to watch your step on rooftops. Once upon a time, the best tactic was to sneak up on guards for a blade kill or hang from the edge of the building and pull them off. No more. Just target them from the next rooftop over with the crossbow and they're dead. No fuss, and no real skill required.
It's also worth mentioning that looting dead guards' bodies now yields far more valuable items than it did in ACII. You can top up on smoke bombs, crossbow bolts, poison, bullets and medicine with relative ease. Compare this to the significant financial investment and effort required to stay topped up in the first game, and the balance of gameplay shifts even further towards being too easy.
Hand to hand combat is undeniably entertaining, however. In addition to dodging and countering, Ezio can now kick an enemy to open him up for a hit, while stringing together successive attacks allows him to dispatch enemies even more efficiently than before. The highlight, however, would have to be the sub-weapon system. Why just run a guy through with a sword when you can slash him then shoot him in the face? These new combo kills are brutal and satisfying, and you won't tire of seeing the many and varied animations on offer.
Wondering why the parachute doesn't get a mention in the text? Short answer - it's not that exciting.
Ezio's abilities on horseback have also been expanded for Brotherhood. Not only can he take a horse almost anywhere in the city (and summon one with a press of the Y/triangle button), but he can leap from one horse to another for a kill, and he can stand on horseback and use it as a jumping off point for free running. It's a neat inclusion but I didn't really find myself using the horses in that way much – it's a little fiddlier than simply attacking. In fact, I mostly used horses for getting around, so it's a shame that the gallop button has been lost to make room for the ability to stand on horseback. Trying to get from point A to point B now feels more like a leisurely Sunday afternoon trot than a mad dash.
Rome is a dynamic and interesting world, with all sorts of systems that can impact upon Ezio and be used by players. Run around killing fools in public, for instance, and your notoriety goes up. Guards will instantly pay closer attention to you. Want to lower it? You can do that by ripping down wanted posters, bribing heralds or killing witnesses. Mind you, you could always avoid attention altogether by disappearing into crowds. While it's still a little less seamless than I'd like, Ezio can blend in with groups walking through Rome, plus he can hide in plain sight by sitting on a bench or standing with a group. These elements are an integral part of the game's rich playground, and will be a source of delight for new players, but anyone who played Assassin's Creed II will know all about them.
One element that is new, however, is the fact that Ezio now has an additional objective or challenge in order to achieve full synchronisation in a mission. These range from time-based challenges: complete this mission in under 8 minutes, to combat-related challenges: don't take damage, only kill your target, and beyond. They're a good inclusion for the hardcore fans as they'll be the ones replaying missions in order to get 100% sync. For the more casual players, however, it's actually a little disheartening to beat a mission only to be told you only achieved 50% synchronisation.
Perhaps the biggest surprise of the Brotherhood package is the multiplayer, which is refreshing and inventive. In a neat twist, you're actually playing as the bad guys: as Abstergo agents – the modern day Templars. Turns out this is how they're training to hunt the assassins.
The basic idea is that you're given a target to locate and kill, while also being hunted by another player. The radar helps you track your foe, but the games take place in bustling locations full of NPCs, so it's entirely possible for your target to blend in with the crowd. Literally so, in some cases. One of the special abilities transforms all the people around the player into your character model, while another lets you change character models altogether.
Brotherhood has four multiplayer modes. Wanted and Advance Wanted are free-for-alls, with the latter being a more challenging version of Wanted with tweaked rules. By way of example, the radar is far less accurate in this mode. You'll only ever be able to narrow down your opponent's location to the general vicinity, leading to a tense game of observation – looking for the tell that reveals your target. Alliance, on the other hand, sees the players split into pairs, and as you'd imagine, coordinated hunting is key, while Manhunt divides players into two teams. One team hunts, while one team hides. The hiding team earns points for remaining undetected, and the closer they stay to one another, the more points.
Overall, this is excellent stuff, and turns the usual adversarial frag-fest on its head. Forget being the guy who runs the fastest and racks up the most kills – Brotherhood rewards being a true assassin. Players are awarded points on a sliding scale, so an overt kill will net a whole lot less than a stealthy assassination while hidden. In this multiplayer contest it's the gamers who learn to be patient that will ultimately prevail. Plus, the ranking system means that the contests continue to evolve as you play, with tactical depth increasing the more abilities are unlocked.
Brotherhood is a great game, but it’s hard to wholeheartedly recommend. This is really a title designed for fans of Assassin’s Creed II, as it’s a continuation of that story, but the reality is that people who finished that game want something new – or that at least represents a clear step forward. Brotherhood doesn’t deliver that. The game doesn’t advance the wider narrative very far, the new mechanics don’t really add a great deal and the mission designs rarely explore new gameplay possibilities.
That said, Brotherhood really looks the part, with a step up in the graphics department – particularly on PS3, and a massive and varied city to explore. It also introduces an innovative multiplayer suite, for which the team(s) should be applauded. At the end of the day, it depends what you’re looking for. If you’re new to Assassin’s Creed, this is a solid entry, but picking up the threads of the convoluted story may be a challenge. If you’re an experienced assassin, on the other hand, expect to tread pretty similar ground to the last title.
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