Eurogamer


ZeniMax Media - the company that owns Bethesda, id, Arkane and Tango - has bought another studio: MachineGames.


This developer was formed in 2009 by the founders of Starbreeze - the studio behind the Riddick games (Escape from Butcher Bay and Assault on Dark Athena) and comic-book conversion The Darkness.


MachineGames is busy making a new game using the impressive id Tech 5 engine. Bethesda Softworks (not Bethesda Game Studios - the developer part) will publish, but for now all details on the project are held back.


MachineGames CEO Jerk (!) Gustafsson said working with Bethesda and id was a "tremendous opportunity". He labelled his new project a "AAA title" that will "push the game development envelope".

Eurogamer

UPDATE: In a question and answer session Viacom said Harmonix made a loss of around "$65 million" for the financial quarter. "That loss reflects how we've been informed by the potential buyers we've been talking to," it said. The loss would have been half that number otherwise.


"Third parties have a different economic view of Harmonix. It will be worth more to them than it is to us," said the media giant. That's why it's selling.

ORIGINAL STORY


Viacom plans to sell Rock Band and Dance Central developer Harmonix.


No explanation was given in its financial report, but Rock Band 3, released last month, appears to have failed to achieve commercial success.


"Viacom also announced that it plans to sell Harmonix, which developed the Rock Band music video game franchise," said Viacom. "Accordingly, the Company reclassified the business as a discontinued operation and has recast its results from previous periods to reflect this change."


In a question and answer session this morning, Viacom commented briefly on its plan to sell.


"We expect that [sale] to be completed expeditiously. We'll announce the results when the deal is concluded. The proceeds will go into our back account and then we'll deploy it," said the company


Official UK sales figures from UKIE revealed Rock Band 3 sold just 7386 units for the week ending 30th October in the UK.


As a result, Harmonix's tour de force spent a debut week at 26th in the UK all-formats top 40. Rival Guitar Hero: Warriors of Rock finished one place below in 27th.

All this despite the game being ruddy brilliant.


Earlier this year Harmonix boss Alex Rigopulos declared "I absolutely do not believe that rhythm-action gaming has reached its peak".


Viacom bought Harmonix, which used to develop Guitar Hero, four years ago for $175m. Rock Band's generated over $1 billion in revenue, but some critics suggest the music genre is dead.

Nov 11, 2010
Eurogamer


"New hairdresser discovered!" When this message flashes across the bottom of the screen in the middle of a time trial, you know you're playing a unique (and some might say, uniquely French) racing game.


You also know – if you didn't already – that it's a sequel to the inimitable Test Drive Unlimited, and that Eden Games' unusual preoccupations haven't changed a jot since that rough diamond was released back in 2006.


This is still a racing game that's as much about exploration and glamour as it is lap times and racing lines; a game where the customisation focuses on your threads and cribs rather than your cars' decals and differentials; a game with Second Lifestyle pretensions of persistence and wish-fulfilment. Here, your avatar isn't just a silhouetted crash helmet – it's a sexier, better you.


And that's just as well, because after a good few hours with a beta build of the game – not the very latest version, mind – it still seems to be a game whose immense charms are pegged back by basic handling and a cumbersome interface. However, the more you play, the less noticeable these issues become.


You may be familiar with the headlines already. Motorbikes are out and off-road is in. There's dynamic weather and an accelerated day/night cycle which, as long as you are logged in, are synchronised for absolutely everyone playing the game. And Test Drive Unlimited 2 offers the island of Ibiza as an entirely new free-roaming playground paradise, later taking you back to the original, but reworked, Oahu island in Hawaii.


Not that anyone who made themselves comfortable on Oahu four years ago will be experiencing severe pangs of homesickness at the start of the game. Ibiza is a subtly rather than strikingly different environment: a bit less ruggedly spectacular in its scenery, and studded with towns whose streets are narrower and more haphazard than Hawaii's spacious grids.


It's more European, in other words, and the implied four-to-the-floor Eurohouse thump behind it suits TDU's cheerfully cheesy continental vibe. But the predominant mood of marinas, holiday homes and the high life hasn't changed much. The island is knitted together by a similar network of motorways, mountain switchbacks, leafy suburban lanes and those thrilling, sweeping coastal straights.


The biggest environmental changes, then, are the dynamic weather and time of day. These have a mild effect on gameplay – you'll certainly lose grip on wet roads on the simulation handling setting, although Eden never quite dares to plunge you into the pitch blackness of night-time countryside. They do add terrific atmosphere as you raise your roadster's roof in a summer shower or speed through an inviting, twinkling town at night.


After selecting your avatar from a few distinctly uncanny valley girls and boys – dancing in creepy slow motion at a pool party – you're offered a Ferrari California as a birthday present. This isn't a riches-to-more-riches tale, though. It was just a dream and you're a humble hotel valet, but you still get to give a girl a lift in the voluptuous sports car before starting from scratch.


Scratch, unconventionally, is the 'Classic' racing class, whose vintage motors have been segregated from the main 'Asphalt' cars and the 'Off Road' SUVs. They're not the quickest, but it's nice to start out in a seventies Lotus Esprit, Lancia Delta Integrale or Ford Mustang rather than a modern hot hatch for a change.


There are many significant changes to the game's structure. Instead of simply exploring the island to discover new events, you need to pass Gran Turismo-style licence tests (which the game's relaxed handling model and open-road driving style don't really demand, frankly).


Competitive single-player events like races and time trials are now clustered into Championships. You can warp between championship event locations at will, whether you've discovered them on the map or not, so these offer a practical advantage as well as a more organised structure. You'll still need to spend plenty of time following your sat nav and dipping into the sluggish map to uncover new locations and events, though.


Progression wasn't very well paced in this beta version, with grindy cash bottlenecks occurring before you could afford the cars to participate in the entry-level Off Road and Asphalt events. The acquisition of a house with third garage slot – you start with just two attached to a dismal trailer home – seemed to be a long way off, thus forcing you to sell one of your early cars.









Which to lose – Esprit or Hummer? Not much of a choice, especially since the early Off Road races on dirt tracks are lumbering and unexciting. There's still potential in this side of the game, though, hinted at by the licence tests on more rugged terrain; the SUV driving style contrasts nicely with the rallying we're used to. And the simple liberty to explore the island off the tarmac is very welcome.


It's another touch of variety for a game which was already bursting with it – especially compared to the lap grind of other "CarPGs" like Forza and Gran Turismo. TDU2 is simply overflowing with different stuff to do.


The first game's celebrated special challenges are back, now appearing and disappearing at random around the map – timers indicate how long they'll stay around, so getting to one can be a race in itself. Deliver a car without scratching it, give a car-sick girl a smooth lift, or even, hilariously, help a jealous boyfriend tail his cheating lover without being noticed; there are numerous entertaining twists that ask you to think about something other than just going faster.


There's multiplayer, of course. Although you only ever share your vicinity with eight other players these cycle at random, giving the impression of a true massively multiplayer environment. You can flash your lights at any of them to trigger an impromptu race challenge, betting your earnings in instant "revenge" bouts.


The set multiplayer events even include some unusual co-op game designs. Some make more sense than others, but 'Follow the Leader' was a pleasant detour into cross-country convoy driving, with alternating players being shown the next checkpoint on their sat nav.


A fantastic event lobby lets you walk around, inspect and even sit in each others' cars parked on the roadside. You can even meet other players on foot in shops and event hubs, like in a real MMO. Sadly, finding and joining the same instance of the game as a friend can be unreliable and confusing


Covering longer distances on your own as you explore the island is enlivened by a system rejoicing in the quaint acronym FRIM, or Free Ride Instant Money. Using this, you can chain manoeuvres like jumps, drifts and Burnout-style near misses to earn extra cash, with an escalating balance of risk and reward as you decide whether to bank your money or gamble it.


Progression through TDU2's sprawling automotive activity centre is organised into 60 levels (you get access to the airport, and thus Oahu, at level 10). These are divided into 15 levels each of competition, discovery, collection (houses, clothes and cosmetic surgery options as well as cars) and social goals.


Devoting a quarter of the game's experience-based progression to social activities – participating in clubs and the like – is bound to be a controversial decision. It does seem like a forced attempt to push the game's community features, which had only limited traction last time. Still, the sheer breadth and choice of play styles offered by TDU2 shame its competition.


You can't be this ambitious and have everything, however. The casualty, as was the case with Test Drive Unlimited, is the car handling. As strenuously as Eden and Atari claim that the handling model has been completely revamped – and allowing for the fact that only some of the cars in the build I played had their full physics model applied – it's nothing like as satisfying as a race-tuned Forza or free-wheeling Hot Pursuit.


The huge range of roads, corners and situations that Test Drive has to handle forces so many compromises on the handling that it loses physicality, feedback and personality as a result – and that applies across its range of difficulty settings. Realism needn't be a target, but it would be nice for the cars' individual characters to come across more strongly than they do.


This is still the area Eden needs to work hardest on between now and the game's launch early next year. But the good news is Test Drive Unlimited 2 is still a charming and bold original. Four hours in, the game had easily excused its flaws by offering an addictive and unique driving experience. No other racer offers such a romantic, indulgent celebration of the open road. And no other racer has hairdressers, either.

Eurogamer

Today, PlayStation Home is transformed - big patch 1.4 has arrived. We knew that was coming, but we had no idea multiplayer LittleBigPlanet paintball was on its way.

More accurately, it's a paintball shooting range called LittleBigPlanet Derby. That's because the more targets you hit the further your horse-riding Sackboy moves across the screen.

You're not supposed to play alone but with up to seven other people. It's all very pretty in a LittleBigPlanet way, and the splattering paint literally adds plenty of colour.

PlayStation Home 1.4 brings with it a new wardrobe, new grouping, new voice chat, new character status flags and new menus. There's now cross-invite support, too.

Sony asks you to note: "When you start Home to apply the 1.4 patch please wait for the orange hard drive activitylight to stop flashing on your PS3 before commencing the patching process."

Full patch notes are on the PlayStation Home official forums.

New features

Groups

  • You can now create groups in Home.
  • Groups consist of up to 8 different people.
  • You may invite your friends and anyone in the same space as you to your group.
  • Groups work no matter where anyone is in Home - different public spaces, personal spaces or club houses.
  • Groups have their own voice and text chat channels that work between all group members wherever they are in Home.
  • If you leave Home then you leave your group.
  • If the leader leaves a group then leadership is automatically transferred to another member of the group.
  • The chat log has two tabs "Text" and "Voice". The text tab handles all text chat while the voice tab handles all voice chat.
  • Communication in the chat log has been separated into multiple chat channels.

The Chat Log

  • Local: The existing proximity based text chat in a space.
  • Group: Text and voice chat through the group channel. Works between all group members anywhere in Home.
  • Club: Text and voice chat through the club channel. Works between all club members anywhere in Home. (You can only be in one club channel at a time. If you are in multiple clubs then you can switch the channel between each one.)
  • Each channel has its own prefix and colour scheme so that you can tell them apart in the chat log and understand where chat is coming from. (As part of this change we have removed the display of custom pop-up colours from the chat log.)
  • The label on each tab is coloured and prefixed according to the channel you will send chat to if you type or speak.
  • Text: Complementing the telephone call system you can now send private text messages to other people through the chat log as well.
  • Voice: The voice tab lists all of the people in your current voice channel along with a status icon which indicates: Speaking, Has microphone, Does not have microphone, Blocked, ignored or muted
  • In addition to the standard menu options there are special slash commands for switching channel or sending private messages quickly: "/local" or "/l"; /l hello; "/group" or "/g; /g howdy"; "/club" or "/c; /c greetings; "/privatemessage", "/private" or "/pm";
  • In the case of a private message you also need to specify who the message will go to.

Wardrobe

  • We have replaced the old wardrobe background that was tied to the Harbour Studio apartment with a simpler, more neutral one that loads more quickly.
  • You can now tag "favourite" items in the wardrobe.
  • It is possible to filter the wardrobe view to only display favourite items, purchased items, rewards or recently acquired items.
  • Each category in the wardrobe can have the items in it sorted by time acquired and when it was last used.
  • New items will have a new icon on them (as will categories that contain new items).
  • There is a storage section into which you can put items that you don't use very often. Putting some of your items into storage will mean: The wardrobe loads faster (and depending on how much is being stored Home may load faster as well). There will be fewer items to scroll through in each category.
  • You can browse your storage section and swap items back into your main wardrobe whenever you want to. You can keep a maximum of 500 items in your main wardrobe at any one time. The rest go into storage. When you load Home for the first time after the patch we will automatically put some of your items into the storage trunk if you happen to have more than 500 items already.
  • There is a new "Both Ears" category in the wardrobe.
  • The "Glasses" and "Headphones" categories have been replaced with "Face Accessory" and "Head Accessory".
  • Within each category the first option will keep your current selection.
  • Your character can now be set into one of several different statuses:

Character status

  • Normal
  • Happy
  • Sad
  • Angry
  • Confused
  • Busy
  • Wants help
  • Wants to chat
  • Wants to play
  • Setting a status will update the information in your character label and in some cases may change the expression on your character's face and your idle animations.

Improvements

Menu Pad and the Navigator

  • We have added a simplified carousel of three main options (Navigator, Wardrobe and Settings) to the first page of the Menu Pad. All of the existing menus can be found under "Settings" now. The carousel view can be turned off in the settings if you wish.
  • The Navigator can be accessed directly in Home by pressing and holding [START] without having to go through the Menu Pad.
  • Extra icons have been added to the side of each space in the Navigator to indicate if this space is a favourite and whether it has any friends in it.
  • There are extra options in the Menu Pad and Home Safe Screen for setting preferences as to how much of the new character labels you want to see.

Character labels

  • There are extra options in the Menu Pad and Home Safe Screen for setting preferences as to how much of the new character labels you want to see.

Cross game invites

  • Home now fully supports cross game invites.
  • If one of your friends is online but not in Home you can use the Menu Pad or Navigator friend list to invite them to join you.
  • When the friend accepts the invitation they will automatically load Home and be transported to your location.

Loading screen

  • The loading screen has been simplified.
  • Helpful tips are displayed while you are loading.

General

  • Access to Home is now restricted by parental control level (set on the console) as well as age (set on the PSN account) in each region.
  • The audio system has been optimised and improved.
  • Dolby 5.1 Surround Sound is now correctly supported.
  • Added support for Polish fonts.
  • Game camera collision has been improved so that there should be fewer instances of it cutting through objects or sticking out of the scene.
  • The majority of videos in Home will now start playing more quickly (before they have been fully downloaded).
  • The anti-aliasing has been improved. This should mean higher quality shadows and a slightly better framerate.
  • General optimisations to improve performance and framerate.
  • Log in times have been improved once more.
  • You can now zoom into screens while seated.
  • The shadows and lighting in the Harbour Studio apartment have been improved.
  • The club menus have been simplified and made easier to use.

Bug fixes

  • System and network stability has been improved.
Eurogamer


Massively multiplayer role-playing game Final Fantasy XIV was slammed by critics and gamers upon its September release, but today, as Square Enix revealed a raft of updates designed to improve almost every aspect of the game, Final Fantasy XIV's creator reassured fans it understands their complaints and explained why the fantasy online game failed to meet expectations.


"We believe players had a very high expectation of this title from the alpha and beta tests," Hiromichi Tanaka, senior vice president of software development, told Eurogamer this morning.


"We received a lot of feedback from the beta tests. The development team should have focused on shaping up the game during the beta process, but because we were really concentrating on de-bugging the game – fixing all the bugs – that's one of the reasons why we were not able to have all the requests implemented during the beta process.


"That's why we do understand the reaction from the players, now the game's out. Therefore, the development team is working really hard to bring it back to the level we planned to have ready for the players."


In October Square Enix extended the free trial of FFXIV because of "the current state of the game".


Final Fantasy XIV is currently sitting on a 50 out of 100 Metacritic review score average.


Complaints have focused on the user interface, lag and battle system – areas Square Enix will improve through updates this month, next month, and in 2011.


Despite its failings, FFXIV has sold over 600,000 units since launch, with a PlayStation 3 version expected to launch in March next year.


"Compared to FFXI, it is much bigger than we were expecting," Tanaka added.


"Because we have the PS3 version coming out, we do hope both players will enjoy the game and so the subscribers will grow.


"All MMOs usually have a big initial shipment. What happened with FFXI was we introduced the game on different platforms in different regions, so the subscribers grew gradually. That's something we hope will happen with FFXIV – it will continually grow."


Last week SE president Yoichi Wada said the Japanese company was putting "our full power into regaining trust".

Video:

Eurogamer


The Two Worlds II release saga continues: now Euro publisher TopWare/Zuxxez is "hopping mad" with Sony because the PS3 version of the game wasn't made on time.


Everything was paid upfront, TopWare/Zuxxez CEO Dirk Hassinger explained on the Zuxxez forum (reported by Eurogamer Germany) - but a bunch of "lazy buggers" at Sony meant Tuesday's European Two Worlds II launch only happened on PC and Xbox 360.


"The PS3 version wasn't delivered on schedule for release. We can choose our pressing plant for PC and 360, but unfortunately not for PS3. I'd preferably post the email and phone number of the lady responsible at Sony here," threatened Hassinger. "We're hopping mad!"


He went on to muse what a press release - which can't be released until Sony says so - would say. Something like, "Sony needs too much time for the production because mainly lazy buggers are working there."


The ramifications of this outburst mean Sony may pull the PS3 version of Two Worlds II. Apparently Hassinger is aware of this.


Initial reaction to Two Worlds II has been overwhelmingly positive. Eurogamer Germany deemed the PC version of the fantasy role-playing game worthy of 9/10.


In October, Eurogamer revealed that Two Worlds II wouldn't make Christmas in the UK (or the US). SouthPeak handles the game here and decided that Two Worlds II wouldn't get "the shelf space it deserves" among the busy Christmas release schedule. The new target is "just after Christmas".

Video:

Eurogamer

Football Manager 2011 hit the shelves last week, prompting a period of self-imposed solitude for the series' army of fans - the ones who willingly immerse themselves in an alternate reality of formation-tinkering, transfer negotiations and player discipline for days on end.

The game is a cruel mistress, responsible for scores of failed degrees and strings of shattered relationships. It's something many of us can relate to. Which FM fan hasn't had sleepless nights fretting over the future of their wantaway stars? Who hasn't shouted something in frustration as the virtual referee awarded a penalty that cost them the big game?

And who hasn't sat back in smug satisfaction, imagining the computer-generated supporters chanting our name after taking them from non-league obscurity to Champions League supremacy?

Year on year, Sports Interactive works hard to make this an immersive management experience complete with new features and extra layers of detail. But strip these new-fangled elements away and you're left with the same database of players responsible for Football Manager's enduring appeal.

Fans of the series will tell you that there's nothing more satisfying than uncovering the game's hidden gems. In every new iteration there's a fresh batch of these - players who, once unearthed, will forever be synonymous with the series. Here's a roundup of the obscure talents we've most enjoyed discovering over the years: our Championship / Football Manager All-Star XI.

Igor Akinfeyev

  • Position: GK
  • Club: CSKA Moscow
  • Edition: Football Manger 2005

In the game: A good young goalkeeper was as rare as a real-life girlfriend for many of Champ Man's most committed fans. But Akinfeyev's appearance in the game's more recent outings changed all of that - provided you could complete the near-impossible task of spelling his name correctly.

In real life: He regularly crops up for his national team, offering gamers an opportunity to demonstrate an in-depth knowledge of the Russian game that's gleaned solely from hundreds of hours spent playing Football Manager.

Michael Duff

  • Position: DR
  • Club: Cheltenham
  • Edition: Championship Manager 97-98

In the game: Available for peanuts, the ever-dependable Duff became a fixture of many a back four after his debut in the 97-98 season. Good at the back and decent going forward, he was the model pro who'd never complain - even if you sent him to train with the kids or docked his wages just to exercise your inner megalomaniac.

In real life: Has he had a good career? If by good you mean one that's spanned Cheltenham, Burnley and 21 caps for Northern Ireland, then yes I suppose he has.

Ferrah Orosco

  • Position: DRC
  • Club: Cambridge Utd
  • Edition: Championship Manager 93-94

In the game: The exotically named Orosco started his career at low-lying Cambridge. Despite his unfashionable employers, he began the game as a fully-fledged England international alongside team-mate Mark Collis.

In real life: Orosco and Collis were actually programmers who illicitly inserted their details into the game's database before its release. It was a trick repeated by scout Antonio Lopes, one of the army of employees who gathered data on players around the world. He used his access to the database to create a fictional player called To Madeira. Once his mischief was discovered he was swiftly fired and the legendary Madeira was cut from future incarnations of the game.

Nikolaos Tobros

  • Position: DC
  • Club: Fostiras
  • Edition: Championship Manager 01-02

In the game: One of the Crazy Greeks (see also Alexandros Papadopoulos and Anastasios Skalidis), Tobros was a beast of a defender who could be picked up from the Greek lower leagues for a handful of change and a sherbet dip. Solid at the back, Tobros was responsible for plenty of clean sheets and had the uncanny knack of popping up for corners at the other end too.

In real life: Alas Tobros was in fact a fictional player, so any impact on the game in real life is as unlikely as you succeeding Sir Alex Ferguson based only on your virtual exploits with an unfancied Carlisle outfit.

Taribo West

  • Position: DL
  • Club: Free
  • Edition: Championship Manager 00-01

In the game: The mad-haired Nigerian left back was available for free - yes free! - at the start of the 00-01 season, making his signature the first piece of business for many players after donning their virtual sheepskin coats.

In real life: He was actually pretty decent.








Fabio Paim

  • Position: ML
  • Club: Sporting Lisbon
  • Edition: Championship Manager 4

In the game: The young Portugese midfielder was a player whose stats meant he would waltz straight into your first team before he was old enough to buy a lottery ticket.

In real life: When Luis Felipe Scolari made Paim one of his first signings as Chelsea boss, fans of Football Manger knew just what to expect from the winger. And, with him failing to make a single appearance for the Londoners, they're still the only ones in the know.

Tommy Svindal Larson

  • Position: MLC
  • Club: Stabaek
  • Edition: Championship Manager 97-98

In the game: Many a promotion was won thanks to the bargain basement offered by the Scandinavian leagues, where quality players could be picked up at prices that even Primark would baulk at.

The legendary Tommy Svindal Larson was one of those players. A dependable central midfielder, Larson became the linchpin at many a side, a pro whose passion and commitment reflected the player's own undying devotion to their fictional exploits.

In real life: One word, brilliant. OK, more words: super Tommy was capped a whopping 18 times for Norway, marking his card as one of the more successful stars on our list.

Freddy Adu

  • Position: AMC
  • Club: DC United
  • Edition: Football Manager 2005

In the game: Dubbed the American Pele, Freddy Adu seemed destined for greatness before he'd even hit puberty. The problem is, much of the hype surrounding the player stemmed from Football Manager, where the fleet-footed midfielder was an absolute gem.

True, work permits could be tricky. But a touch of luck and a bit of persistence would land you the youngster, then all you had to do was sit back and watch his stats shoot up thanks to your ingenious training regime.

In real life: If Champ careers were true to life – and let's take a moment to imagine that delicious possibility – Adu would have already had a career that eclipsed Maradona, Pele and Ronaldo combined. In reality he's become something of a journeyman, who's already notched up stints at six clubs at the ripe old age of 21.

Tonton Zola-Moukoko

  • Position: AMC
  • Club: Derby County
  • Edition: Championship Manager 01-02

In the game: This seven-syllabled star couldn't even get a game with the Rams in the opening salvos of the 01-02 edition, which meant that wheeler dealer wannabes could pick him up for peanuts.

He's perhaps the greatest Champ signing of all time. A player who'll bring a nostalgic tear to the eye of men of a certain age who go all wibbly as they remember him banging in the goals that drove them to league glory in the 2017-18 season.

In real life: Tonton's actual career was rather less remarkable than his virtual exploits. After failing to break into the Derby first team, the Congolese-Swede went on to ply his trade in the lower echelons of the Swedish league. He can still be found there today, entertaining the faithful fans of the brilliantly named Atlantis FC.

Ibrahima Bakayoko

  • Position: ST
  • Club: Montepellier
  • Edition: Championship Manager 97-98

In the game: A monster of a striker whose exploits in the 97-98 iteration of the game dwarfed anything he could possibly achieve in real life.

In real life: When Everton signed the Ivorian for £4.5 million, those amongst the blue side of Merseyside who'd invested hours of their free time in virtual management must have been licking their lips. Sadly the reality of the situation quickly caught up with them as Bakayoko notched up more penalty misses than goals in his debut season.

Cherno Samba

  • Position: ST
  • Club: Millwall
  • Edition: Championship Manager 01-02

In the game: Imagine you're in some kind of bizarro world where Emile Heskey doesn't fall over, and instead rifles in goals by the bucket load. That world was Championship manager 2001-2002, where Millwall youth prospect Cherno Samba became one of the game's 'must buy' players.

In real life: With 132 goals in 32 youth games, it's no wonder the game's programmers suspected Samba was destined for greater things. Sadly after such a promising start the burly forward's career dwindled into obscurity. He's now more likely to be found stacking shelves than scoring goals.

So there you have it. That's our All-Star XI, but what about yours? And who will be the rising stars of Football Manager 2011?

Nov 11, 2010
Eurogamer


After months of speculation, down-and-out MMO APB finally has a new owner.


K2 Networks is it. GamesIndustry.biz reports that a sum of around £1.5 million sealed the deal.


Who? The outfit that takes Asian online games like War Rock and 9 Dragons and localises them for the West.


K2 also operates global free-to-play platform GamersFirst, which makes a micro-transaction model seem likely for APB in the future.


An official statement is coming next week.


APB is a modern-day cops and robbers MMO. It was to be Crackdown creator Realtime Worlds' - and GTA creator Dave Jones' - masterpiece.


But two-and-a-half months after a July launch, Realtime Worlds had collapsed and the plug had been pulled on the APB game servers.


The reasons why have been mulled over repeatedly. The last we heard, a wealth of funding gave way to complacency and also presented Realtime Worlds with an intimidatingly large debt to repay.

Codemasters Online recently told Eurogamer that it would take nine months of hard work to turn APB around. K2 hasn't given any indication of a timeframe for APB's re-release.

Track back to Eurogamer's review of APB to find out what went wrong.

Video: Character customisation was a much lauded part of APB.

Eurogamer


Sonic the Hedgehog maker SEGA wants to stop people squashing real hedgehogs with their cars - splat!


The videogame maker created a hedgehog road crossing in Twickenham, London, according to the Daily Mail - and employed a pretty lollipop lady to ensure the animals waddled safely from one side to the other.


SEGA's Anna Downing said: "Hedgehogs are an intrinsic part of British wildlife and with Sonic the Hedgehog such an institution we thought he was the perfect figure to raise awareness of their plight."


Hedgehog handler Trevor Smith added: "Our hedgehogs had great fun ruling the roads for the day with the hedgehog crossing and it will hopefully encourage everyone to do their bit in helping the hedgehogs of Britain stick around for years to come."


Unfortunately the hedgehog crossing was temporary. It provided SEGA with an opportunity to draw attention to new Sonic game Sonic Colours.


The report comes as the hedgehog death toll rises. Around 50,000 die on British roads each year, and a combination of ravaged farm land and more vehicles on the roads means that the signs are worrying for the future of the species in the UK.

You could argue that SEGA saved its own Sonic the Hedgehog recently with the release of Sonic 4: Episode 1. A hard to impress Ellie Gibson smooched the game with a 9/10.

You'll find out what Eurogamer thinks of Sonic Colours on Wii tomorrow.

Eurogamer


EA has announced four new downloadable titles for PC, PlayStation Network and Xbox Live Arcade, and they come from promising places.


These three arrive in spring 2011: Gatling Gears, Wildlife: Forest Survival and The Fancy Pants Adventure. This one arrives next summer: Warp.


Twin-stick shooter Gatling Gears will be made by Martin de Ronde's new Vanguard Games studio. He co-founded Guerrilla Games and his new team recently made Greed Corps, an 8/10 strategy game. Gatling Gears is set in the same environmentally conscious world where hexagonal pieces of land fall away when they're drained of resource. The blurb on the game is short, but it seems as though GG will take a more action-orientated approach to the world.


We're contractually obliged to like the sound of Wildlife: Forest Survival because it's about animals eating each other, therefore tenuously comparable to our editor's favourite Viva Pinata. You get to be a fox or a hawk or an alligator or a rabbit, and you have to eat while avoiding being eaten. (Err, what eats an alligator?) Anyway, the fun comes when 11 other people online try and do the same. Forest Survival is being made by EA Salt Lake.


The Fancy Pants Adventures, meanwhile, converts the very popular browser game of the same name into a PC and console effort. It's a side-scrolling platformer with a hand-drawn style that features a stick-man running quickly and jumping through the air. It's very eye-catching - it reminds us a bit of N+. Original creator Brad Borne is teaming up with EA 2D and Over the Top Games to make it.


The last game, Warp, arrives next summer. It's a top-down sci-fi stealth action game made by indie team Trapdoor. Warp promises a strong look, traps and puzzles. And for the moment, that's all we know.

Video: The Fancy Pants Adventure.

...