Eurogamer


EA has confidently proclaimed its in development massively multiplayer game Star Wars: The Old Republic will cause a sizeable number of World of Warcraft players to jump ship.


"We're going right at it," EA boss John Riccitiello said at the Goldman Sachs conference (reported by Industry Gamers).


"We want share, we want leadership position here. I'm not expecting to sort of knock them over, but... We're gonna get a big chunk of [their market]."


Blizzard's World of Warcraft is the most popular subscription-based massively multiplayer role-playing game in the world, with over 12 million active paying customers across the world.


BioWare Austin's Star Wars: The Old Republic, due out after April this year and before the end of 2011, marks the Mass Effect maker's first attempt at the MMO genre.


But EA is confident it can compete where so many have failed and take World of Warcraft on at its own game.


"In a way, theirs is a silent movie and ours is the first talkie," Riccitiello said. "By and large, theirs is not a voiced MMO. Ours is a fully voiced MMO in multiple languages."


Earlier this month Riccitiello was less bullish about his Star Wars MMO, telling investors that half a million subscribers would make The Old Republic "substantially profitable". Anything "north" of one million would be a "very profitable business".


"So it's our view that we can be very successful without fundamentally challenging the market leader [World of Warcraft] because we think we'll probably hit the smaller competitors harder when we get out there," he said at the time.


"Of course, we have no particular ambition to be a distant number two. Our ambitions are higher than that, but we throttle back a little bit relative to our financial projections."


EA is rumoured to have spent more than $300 million on The Old Republic, and last month EA's investors were said to be "betting against" the BioWare developed MMO.

Video:

Feb 16, 2011
Eurogamer


Had you heard? Us games reviewers, we get high off innovation. When it's your job to play games, all the games, every game, you end up craving anything that you haven't seen before: games that put your expectations in a paper bag and set fire to them.


This makes Dungeons a weird beast. It's the first game I've played in years that I wish had given up on all the clever crap and tried to be nothing more than a derivative, stinking clone.


Dungeons, from German developer Realmforge Studios is in many respects an homage to Bullfrog's classic Dungeon Keeper. Starting with nothing more than a handful of adorably loyal imps, Dungeon Keeper had you slicing corridors, monster lairs and neat little killzones out of the Earth, gradually creating a functional subterranean ecosystem that would, with any luck, automatically butcher any and all heroes that came wandering in.


Lots of games have done the sim dungeon thing since then (most recently the PSP series Holy Invasion of Privacy, Badman!), but nobody's done it with as much charm, ingenuity and breadth. Dungeon Keeper brought about an excellent sense of "us" (your much-loved zoo of warlocks, trolls, imps and S&M freaks) and "them" (the achingly resilient heroes who routinely arrived with the intention to destroy you) – a clash made all the more intriguing because your dungeon was not a happy place. With a mouse click you could deliver a brutal slap to any of your dungeon's residents, providing your imps with a heightened work ethic, stopping any infighting or dissuading your fat bastard Bile Demons from eating all the chickens in your hatchery.


Dungeons' references to Dungeon Keeper flow as thick and fast as the blood of visiting adventurers. For starters, the game ends if the heroes deliver enough damage to your red crystal "Dungeon Heart"; all the digging and grunt work is done by a special, cowardly race (with Dungeons swapping imps for goblins); and Dungeons even copies the meaningless, comedy messages DK would spam at you from time to time. Where DK would occasionally inform you that "your Dungeon is full of yoghurt", Dungeons says it's full of Jell-O.


The first previews of Dungeons arrived like a slap, sending ripples of excitement through the pot belly of the PC gaming community. For a spell, we thought we were getting Dungeon Keeper 3. Having given you all this background material you should now hopefully experience some of the same disappointment as the world's Dungeon Keeper fans, because Dungeons isn't DK3 at all. It's very much its own construct.


The single biggest change to Dungeon Keeper's formula is that adventurers are no longer an intriguing nuisance to be destroyed without mercy. It's now your job to keep them happy. Yes, happy. Because it's only when you've gotten the bastards properly giddy (with each adventurer having his own needs, such as raiding your library, pocketing great fistfuls of your gold or engaging in combat) that they'll release an adequate amount of 'Soul Energy' when you defeat them, and Soul Energy is the key resource that allows you to build or level up your creatures.


This situation gets even weirder when the game informs you that only bored heroes will attack your dungeon heart, and that these heroes can spread their discontent to other heroes when they bump into one another and start talking. So there's this strange symbiotic relationship whereby the heroes never want to destroy your dungeon, unless it's crap, at which point you also stop playing around and try to murder those highfaluting troublemakers ASAP.









The way you kill heroes is through Dungeons' second big change. Rather than being an omniscient mouse cursor, you now have an omniscient avatar who you can level up through three different skill trees. You're by far the most powerful being in the dungeon (resembling Dungeon Keeper's Horned Reaper). Since you've got no way to order creatures around, you end up having to personally go sprinting up to any heroes that need to die (either because they're maxed out with soul energy or because they're starting to talk about how they first came to your dungeon before it was cool, or something) and fight them using a choice of cooldown-based skills and spells in a slightly tedious recreation of MMORPG combat.


Initially, this proves entertaining and engaging enough, but as the campaign's difficulty ramps up you'll notice the game weaving awkwardly and slurring its words like somebody who's going to be "drunk" in precisely one drink's time. One problem – and I found this out on the first proper level, when several adventurers managed to go wandering merrily out of the dungeon with packs heavy with my damn gold – is that it's hugely taxing to be both building your dungeon and keeping tabs on who your visitors are, where they are, what they need and how happy they are, not least because they're as unpredictable and easily distracted as, well, adventurers.


At worst, it's like playing a tower defense game in which you can't kill anybody and all the enemies are on strike. The sweet spot of letting your dungeon grind the heroes down, then swooping in to deliver a killing blow when they're on their way out is almost impossible to attain.


More often than not, you'll be looking for a new gold vein only to spot a satisfied hero mixed in with a grumpy one and a fresh-faced one. You've got no choice but to send your avatar running all the way from one side of the dungeon to this hot spot and engage in a lengthy fight with all three of them, kill the first two and leave the third by teleporting away.


And this is time that you should really be spending building, because Dungeons' pace is relentless. All the time, the heroes' levels are ticking up, and if you're not levelling up your own monsters, yourself and the quality of your dungeon, you're quickly up to your nostrils in hot water, and you know it.


The end result is a hard game that doesn't provide any of the transparency or precision that hard games need. The only way you're going to find out how to play Dungeons well is by entering the silent mosh pit of trial and error until you hit on what your priorities should be – at which point the game's lack of content starts to reveal itself. What you can build more closely resembles a set of tools than a deliciously evil chocolate box.


I do feel obliged to keep comparing this game to Dungeon Keeper because it borrows so much that it looks like an appealing purchase for DK fans – when that purchase could well be a mistake. Monsters are simply static defences rather than residents, and different creatures (five to each map) aren't attracted by what you build but simply become available when you capture one of their homes on the map. The range of rooms and clever tactics available to you doesn't feel particularly spacious, and while the game is funny at times, none of its creatures or characters will be finding a place in your heart. They're all simply numbers, obstacles or pains in your spiky, evil arse.


All of this makes Dungeons disappointing, but not necessarily boring. Dungeon Keeper's compelling core of carving a great, ominous complex out of rock and dirt is still partially intact, and Dungeons' vicious difficulty does at least add a perpetual tension to the game (as do a selection of game-ending bugs). It's simply hard to imagine anybody getting excited about Dungeons. I suspect this game missed its chance to be an underground hit in more ways than one.

6/10

Eurogamer


"Well over" 100,000 applicants have registered for the upcoming closed beta of studio-killing MMO shooter APB: Reloaded, its new custodian has revealed.


In a post on the game's website, Reloaded Productions chief Bjorn Book-Larsson claimed, "we will far exceed the number of people we actually expected or even needed for the first closed beta. But that's clearly great news."


You've still got time to get involved if you're curious - Reloaded will stop taking new applications at 8.00am GMT on 16th February.


Book-Larsson predicted that about half of those who initially signed up would complete the second step in the process and be granted access to the beta, which is expected to begin in the first week of March.


First released by Dundee-based Realtime Worlds back in June to mediocre reviews, the ambitious MMO failed to attract a profitable subscriber base leading to the closure of the studio in August.

The game was then sold to California-based publisher K2 Networks, who entrusted subsidiary Reloaded Productions with getting the title back on its feet.


Few major gameplay changes are expected when the finished game launches later this year, other than a switch to a free-to-play finance model.

Eurogamer


54 per cent of all illegal game file sharing takes place in France, Spain, Italy, China and Brazil, according to new research.


A report filed by US trade group the Entertainment Software Association and reported by Gamasutra asks for 33 countries to be put on a watchlist of nations not taking adequate measures to combat copyright infringement.


The ESA claimed that game piracy in the aforementioned countries had reached "extraordinarily high" levels, accounting for 78 million of 144 million unauthorised peer-to-peer connections logged worldwide.


That's more than five times the amount attributed to users in the USA, according to the study.


"Our industry continues to grow in the US, but epidemic levels of online piracy stunt sales and growth in a number of countries, including Italy, China, Spain, Brazil and France, where we see crushing volumes of infringing peer-to-peer activity involving leading game titles," commented ESA president Michael Gallagher.


Spain was singled out for special attention in the report, with the ESA asking for it to join China and Canada on a "Priority Watch List". It claimed "lax policies" in the country "have fostered a culture permissive of piracy".


It was recommended that Brazil and Italy should remain on a lesser "Watch List" as there were signs that both nations were attempting to address the issue.

Call of Duty: Black Ops Multiplayer Teaser


With over-exposure cited as one of the key factors behind the demise last week of Activision's once mighty Guitar Hero franchise, industry talking heads have now turned their attentions to the publisher's other cash cow – Call of Duty – and asked if it's hurtling towards a similar fate.


The answer? No. Probably.


A number of pundits chimed in on the topic during a lengthy IndustryGamers report, among them Wedbush Morgan's pontificator-in-chief, the irrepressible Michael Pachter. He peered into his crystal ball and saw a relatively bright future for the FPS juggernaut.


"I don't think they are comparable at all," Pach-man insisted.


"Guitar Hero is a franchise that people buy once, because the peripherals are great. As it saturated the installed base, the only buyers were people who are new console purchasers, and the 'fad' appeared to wear off at the same time. Guitar Hero was a victim of its own success.


"Call of Duty, on the other hand, has a vibrant online community that keeps growing. When a new version comes out, the 'network effect' kicks in, and many people buy it because their friends have done so. The risk to the franchise is competition, not people tiring of the gameplay.


"Call of Duty won't fade unless Activision opens the door to competition by making a bad game," he concluded.


Colin Sebastian of Lazard Capital Markets toed a similar line, reinforcing that Call of Duty's future was dependent on the quality of the finished product.


"I think music games were a fad - just like fitness games were at one point, and maybe dance games are today. But after years of franchise growth, I wouldn't put Call of Duty in the same category.


"Could Activision mess it up? Sure, but if they focus on maintaining high game quality, fresh story-lines, and online multiplayer, then I don't see an obvious reason for the franchise to decline."


Mike Hickey of Janco Partners, took a slightly more fatalistic stance, though speculated that Guitar Hero's grisly end was sped up by its status as a flash-in-the-pan social phenomenon.


"All entertainment experiences have life cycles; an accelerated cultural burn will likely extinguish the cycle faster than a gradual iteration philosophy. Ultimately, it's the development studio and collective culture that defines greatness, not Wall Street or the executive teams managing toward a linear path of growth.


Only Billy Pidgeon of M2 Research struck a more cynical note, calling out Activision's lucrative but destructive "strip mining" strategy but adding that the publisher seemed to be getting better at it in recent years.


"Guitar Hero and other former franchises may appear to be publisher failures, but the truth is that strip-mining franchises is a successful, risk-averse strategy. ATVI made good money on GH. Sequels were produced quickly and cheaply.


"The hit it and quit it model - carpet-bombing the market with sequels and then slashing the assets - pays off big in the short term, so ATVI's shareholders are happy. ATVI is learning to execute this strategy with greater efficiency each go-round."


"There is an alternate strategy," he continued, "but it's more risky as it requires careful investment and isn't necessarily as lucrative. Publishers can attempt to keep a franchise going for a longer period of time by spacing out sequels.


"In either scenario, the trick is to keep the franchise selling for as long as possible before it (or the developers) burn out. The endgame is always ugly because layoffs are typically involved."

EVE Online: New York vs Fortizar


A substantial update has just gone live for sci-fi MMO EVE Online: Incursion, developer CCP has announced.


The new patch adds enhancements for clones and jump clones, market improvements, the return of character capturing and plenty more besides. See below for the full, colourful list of tweaks, as published on the game's official forum.

Elsewhere on the site, senior producer CCP Zulu promised that there was more to come too.


"We've still got tons of changes and at least three more planned point releases for Incursion with the possibility of more stuff added in between them," he explained.


"The Incursion voyage means even more 'little fixes' from Team BFF in the future, adjustments to the character creator and also some sizeable database steroid injections. Fixes and faces and uberhamsters oh my.


"We're going to continue on this path of more, smaller and more evenly distributed deployments in the future now that we have the ability to do so and it seemed quite well received by you all. Over the coming weeks and months, our dev teams will add meaningful content and fixes to EVE and we'll be sure to keep you up to speed on all the upcoming face-meltitude that they entail."

Clones:

  • We've cleaned up the jump clone window in the character sheet. It now has buttons instead of a right click menu and just generally looks better.
  • You can now remotely destroy a jump clone from anywhere.
  • When you select a new home station for your clone, the region and sec status is displayed. This is to prevent jump cloning into "oh my god where am I this can't be right who are those people?"
  • We've greyed out clones that hold less SP than you currently have, to help people avoid buying clones that don't really do anything.

Incursions:

  • Made tweaks to the way a constellation is selected. Unfortunately, if I told you any more about this process, I'd have to kill you.
  • Incursion ISK rewards are now subject to corporation tax, like other bounty forms.
  • To increase the lifetime of Incursions, we've made a small cut in the contribution the sites make to the influence bar.
  • Speaking of the influence bar, it pretty quickly became apparent that the low-sec and zero-sec ones needed adjustment. Sansha influence rate of regain in both those security bands have been minimized, meaning they'll be a lot easier to do.
  • Since there isn't a good reason to remote rep someone who is criminally flagged apart from griefing, we're removing the ability to RR criminals in highsec. This is to close a loophole where people would CONCORDOKKEN their fleet. Thanks to Team Gridlock for making this change for us.

UI:

  • We've added a warning when you remove agents from your contacts, to make sure you don't remove the wrong one.
  • The sell/buy window now opens in the last state it was used, either normal or advanced. This is to make sure no one gets arthritis from clicking too much.
  • The assets tab lets you search by distance.
  • You can now drop items into containers without having to open them, BECAUSE THAT'S HOW IT SHOULD BE.
  • The location of player stations should now be visible through the market, so you don't accidentally spend all your ISK buying janitors in a hostile station.
  • The appearance and autopilot tab are both drag and drop.
  • Get contracts in the show info window has been moved from a button to the menu.
  • Added more intuitive group and menu icons.
  • The character sheet has been cleaned up a little bit, because it was getting dusty.
  • You can now clear waypoints while in space, and not just from the map.
  • Portrait grab should be back ingame, so you can go back to silently weeping while stroking a printed picture of your avatar. You're creepy.

NPCs:

  • We've re-balanced officers so their difficulty reflects their value more.
Eurogamer


The next iteration of Apple's iPhone will see its screen increase in size from 3.5 inches to four inches, so say loose-lipped component suppliers.


According to Digitimes' sources, Apple has started testing production lines for a new iPhone model and expressed interest in beefing the screen size up to four inches.


If that turns out to be the case, Apple would be bringing its phone in line with Samsung's Galaxy S and Google Nexus S Android lines.


There's a chance that it could be shooting beyond that though - Samsung's upcoming Infuse 4G has a huge 4.5-inch display, Acer plans to launch a 4.8-inch phone and Dell is doing its best to convince consumers that its 5-inch Streak device is not just a tablet that's been left in the tumble dryer for too long.


Apple is keeping predictably quiet about when it might unveil a new model but if past form is any indication we won't have too long to wait. The iPhone 4 hit the shops in June 2010, the 3GS in June 2009 and the 3G in July 2008.

Eurogamer


Sony has taken the lid off a new initiative to highlight the best downloadable titles available for PlayStation 3 and PSP: the PlayStation Network Gamers' Choice Awards.


Between 22nd February and 1st March, PSN users will be asked to vote in a number of different categories by downloading a free XMB theme corresponding to a game.


After voting closes, the four winning games – one per category – will be offered at a 30 per cent discount in the PlayStation Store, or at a 50 per cent discount to PlayStation Plus subscribers.


Winners will be announced on 7th March on the PlayStation Blog.


At present, the scheme is US-only but we're in touch with Sony to find out if the awards will be going global. We'll update when we hear back.


In the meantime, here are the categories and nominees:

Best PS3 Downloadable Game

  • Castle Crashers
  • Costume Quest
  • DeathSpank
  • PAC-MAN Championship Edition DX
  • Scott Pilgrim vs. The World: The Game

Best PSP Downloadable Game

  • God of War: Ghost of Sparta
  • Lunar Silver Star Harmony
  • Phantasy Star Portable 2
  • Shin Megami Tensei: Persona 3 Portable
  • Valkyria Chronicles II

Best PS3/PSP mini

  • A Space Shooter for Two Bucks
  • Age of Zombies
  • Monsters (Probably) Stole My Princess
  • Vector TD
  • Young Thor

Best PSN Exclusive Game

  • Dead Nation
  • Hustle Kings
  • Joe Danger
  • Sam & Max Ep. 1
  • Soldner-X2
Eurogamer


Pre-production on the movie version of 2K's BioShock franchise has ground to a halt after no studio was found who was willing to invest in an R-rated version of the tale, the flick's producer has explained.


Pirates of the Caribbean shot-caller Gore Verbinksi told ComingSoon that he wasn't willing to sanitise his "really, really scary" vision for the film in order to make it a more commercial prospect.


"I couldn't really get past anybody that would spend the money that it would take to do it and keep an R rating," he explained.


"Alternately, I wasn't really interested in pursuing a PG-13 version. Because the R rating is inherent. Little Sisters and injections and the whole thing. I just wanted to really, really make it a movie where, four days later, you're still shivering and going, 'Jesus Christ!'


"It's a movie that has to be really, really scary, but you also have to create a whole underwater world, so the price tag is high. We just didn't have any takers on an R-rated movie with that price tag."


Verbinski went on to discuss how, in theory, the film would have been a perfect fit for 3D.


"[Bioshock] would be a great movie to do in 3D. I'd like to go into that world wearing a pair of glasses. I think in general, gaming is perfect for 3D. Anything where you're the protagonist. The kid in The Shining on the big wheel, going around corridors. That's what 3D is perfect for. To make people feel on-edge."


A film adaptation of the FPS classic was first announced back in 2008 before it took up residence in development hell.


In April 2009 Universal Studios demanded Verbinski trim down the project's swollen $160 million budget, and then everything went quiet.


Franchise creator Ken Levine insisted the project was still alive and kicking back in September last year, but it seems any chance of seeing Rapture on screen has now been well and truly sunk.


The next game in the series, BioShock Infinite, is due next year on PC, PlayStation 3 and Xbox 360.

Eurogamer


The latest Battlefield 2142 update makes the Northern Strike booster pack free to all players, developer DICE has announced.


First released back in 2007 to measured Eurogamer acclaim, the DLC adds ten new unlocks, three new maps, two new vehicles and a new Conquest-esque mode called Assault Lines.


On top of that, DICE is adding in a few fan-made maps and a number of minor gameplay tweaks too. You can see the full list of changes below.


Offering a futuristic spin on DICE's long-running FPS franchise, Battlefield 2142 launched on PC back in 2006, winning 7/10 from Eurogamer. The next game in the series, Battlefield 3, hits PC, PlayStation 3 and Xbox 360 later this year.

Fixes in v1.51:

  • Added extra account security fixes
  • Added fix for nVidia drivers to solve tinitus visual effect
  • Hit detection bug fix: Changed so that latency compensation history takes correct stored positions from buffer
  • Updated as_titan_wake.tweak to allow for two attack choppers instead of the one previously allowed

New Features in v1.51:

  • Added Operation Blue Pearl by Bjorn Sundell with special thanks to Jason Brice for lightmaps and finishing
  • Added Yellow Knife, Molokai and Strike at Karkand 2142 maps made by Jason Brice
  • Added support for the Novint Falcon controller


Visit the game's official site for a list of region-specific download locations.

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