For Relentless Software, the book has all but closed on Buzz! - a quiz series voiced by Jason Donovan and recognised by its bespoke four-button controllers. What Sony poured champagne over during the glory days of PS2 simply failed to bubble on PS3.
Relentless now pursues other avenues. "The old business," co-founder Andrew Eades told Eurogamer, "we've pretty much closed that off now - the chapter has ended."
But why? What happened? Buzz! and SingStar were supposed to prove that Sony and PS3 could entice an audience Microsoft and Xbox 360 could not.
"I don't think anyone can be happy with [Buzz! PS3] compared to PS2," shrugged Eades. "We [Relentless] weren't enthralled by it's performance and we felt that the market got a bit too much Buzz! too soon on PS3.
"If you don't have 100 million consoles [as PS2 did when Buzz! first arrived], you don't have a broad-enough demographic to want our kind of game. Of course the idea was to bring the broad games straight to PlayStation 3 in the launch window, to try and attract that demographic.
"But to be honest, £425 for a console is not going to give you a big audience. And we struggled with price for a long time."
"My point is," he added - "and I'm not asking people, I'm not sad that people won't do it" - "when we brought out Buzz on PS2 there was a PS2 Buzz bundle, like you get a Gran Turismo bundle. You could buy the console branded Buzz!. And we're never going to get that with PS3 for a number of years because it's just not appealing at that price."
So was the demise of Buzz! Sony's fault?
"I'm not going to say that," laughed Eades. "I'm not going to accuse Sony of anything. Things we wanted to happen didn't happen, and that's not Sony's fault, that's not Relentless' fault. A lot of it is down to market conditions.
"The market changed. We haven't changed; we've always made the kind of games that we're going to continue making - that's for sure. The people we make games for don't own PS3s that much.
"A PlayStation 3 game is an expensive thing to make," he went on, "and I don't think it makes much sense to spend that much money to make a game for such a small demographic. That's not Sony's fault, not our fault - that's the way the market is."
Video: It's Buzz! on PS3.
Nevertheless, Relentless Software broke ground with Buzz! on PS3, claiming "a number of firsts". "It's extraordinary what we did," boasted Eades. "We had the first playable user-generated content before LittleBigPlanet; we had the first Trophies ever on a PlayStation game; and we also had the first Facebook connect in a PlayStation game - on any console in fact.
"We did a number of projects on Buzz, some of which are still to see the light of day. We were very proud of what we did there."
Relentless released 12 presumably Sony-commissioned Buzz! games for PS3 - including the Junior titles. That's hardly destitution. "We did well on PS2," admitted Eades. "We also did well on PS3, frankly."
But 2010, Eades told us, "was tougher than we thought it was going to be" - a sentiment personified by a shock of redundancies at the studio recently. Those, incidentally, were unrelated to Buzz! projects.
But what of Buzz! - is it really dead?
"Sony own Buzz," Eades dodged, "so it's up to them whether they do it or don't do it."
Could Sony make a Buzz! game without Relentless?
"Well they could," mused Eades, "but I challenge anyone to be better than us at a quiz game and certainly a Buzz! game. A fresh pair of eyes might help in some respects, but when you've done Buzz! for five years it's in your bones."
As to whether Sony and Relentless will work together again - either making Buzz! on PS3 or PSP or even Next Generation Portable game - were all questions Eades wouldn't confirm or deny. He was reluctant to even say whether Relentless had toyed around with NGP.
The future for Relentless Software currently lies on iPhone with Quiz Climber, although Eades openly declared his love for Kinect to Eurogamer recently. He believes PS3 and Xbox 360 core audiences are at "saturation point", but feels Kinect can expand numbers (like Buzz! did) beyond that.
Relentless also made family-friendly murder mystery Blue Toad Murder Files - now available on PC as well as on PS3.
A new Dr Who MMO is in the works, the BBC has announced.
Subtitled Worlds in Time, it's currently in development at California-based social and mobile gaming specialists Three Rings.
The finished game is expected to launch later this year as a free-to-play title. There are no concrete gameplay details as of yet but BBC exec Robert Nashak promised "time-bending puzzles" and "pulse-pounding challenges".
"Our goal with 'Words in Time' is to capture the imaginative spirit and depth of the series, whilst being fun and easy to play for all ages," added Three Rings CEO Daniel James.
The doctor has been a busy chap of late. A series of Sumo Digital-developed PC adventure games launched last year, as well as dismal Wii outing Return to Earth.
The latest Windows Phone 7 update has failed on one in ten handsets, Microsoft has admitted, with subsequent serious system failures reported in some devices.
An update on the Windows Phone blog insisted that many of the failed installs are due to users having a poor internet connection or insufficient storage space.
However, it seems there is a genuine issue with some Samsung devices which, according to a BBC report, has resulted in devices crashing or being permanently bricked.
"We've identified a technical issue with the Windows Phone update process that impacts a small number of Samsung phones," explained Microsoft's Michael Stroh. "We're working to correct the problem as quickly as possible."
Stroh added that Microsoft has "briefly suspended" updates to Samsung handsets until the issue is sorted out.
"Has the update process gone perfectly? No - but few large-scale software updates ever do, and the engineering team here was prepared," he said.
"Of course, when it's your phone that's having a problem - or you're the one waiting - it's still aggravating. That's why we're committed to learning from our first update and improving the process. We know we have work to do, and we won't be satisfied until you are."
If you're one of those affected, don't worry - you're not missing out on much.
"This first update for Windows Phone is designed to improve the software update process itself," Stroh explained. "So while it might not sound exciting, it's still important because it's paving the way for all future goodie-filled updates to your phone, such as copy and paste or improved Marketplace search."
Virtua Tennis 4 will launch in Europe on 29th April, SEGA has announced.
It'll hit North America on 10th May.
Why, that's just in time for Wimbledon.
For VT4 SEGA turned development duties from UK studio Sumo Digital to the in-house team behind the first two games in the much-loved series.
The major addition is motion control the Xbox 360 version supports Kinect, the Wii version supports Wii MotionPlus and the PlayStation 3 version supports Move.
Improvements to the online and career modes, and stereoscopic 3D support for the PS3 version, are all promised.
Earlier this month Eurogamer sat down with series creator Mie Kumagai for a chinwag, and she explained why Virtua Tennis 4 is the best VT game yet..
More than one million people have made an account to play Rift, the promising new MMO kid on the block.
This doesn't necessarily mean one million copies have been sold - only that one million accounts have been made. It also doesn't mean one million people are paying £8.99 a month to play - that doesn't start until the 30-day free period ends.
Head start access to Rift begins today, with the servers opening for everyone on 1st March in the US and 4th March in Europe.
And don't worry about the Americans getting in before you - the US and Europe will have their own set of servers. They have been named and numbered (below). There are no Spanish servers; the European languages supported are English, German and French.
Subscription to Rift costs you £8.99/12.99/$14.99 a month, or £5.99/9.99/$9.99 if you commit to six months.
Video: Give yourself a Rift.
European Servers (player versus environment, player versus player, role-playing)
English
German
French
US Servers
Now, where did we leave things? Last time on Deus Ex Street, poor Adam had been beaten senseless then strapped to an operating table to have most of his internal organs and limbs replaced, nice Dr Megan had gone missing and those naughty geezers from the other side of town had been causing all kinds of problems for friendly neighbourhood science genius David Sarif.
Six months later. Jensen's back on his feet (though they're probably not his original feet) and so, apparently, is Sarif Industries. Conspicuously absent, however, is Jensen's erstwhile love Dr Megan Reed. She was killed during the attack, we're told. We didn't see it happen, which at least to me raises a conspiracy flag, but Jensen, Sarif et al seem pretty sure she's corked it. Also missing is the air of well-natured optimism that our first experience of this new age of humanity had offered.
Surliness and paranoia are the orders of the day, with the freshly-augmented Jensen greeted by a mixture of awe and horror by his colleagues. Awe, because they'd heard the rumours of what he'd been through, the sheer extent of his injuries and mechanical alternations, and the miracle that he stands glowering before them today. Horror, because, well, the same reasons.
This is, it seems, a key element of this new Deus Ex. Augmented humans are not enviable superhumans: they're mechanical Frankensteins who raise frightening questions about what 'human' means. Jensen is, in a lot of eyes, a monster.
But what a monster. A first peek at the abilities his augs offer suggests a far more elaborate skill tree than either of the prior DXes. His skills are divided roughly by body part - cranium, torso, arms, legs and skin. Within each of these categories are a clutch of sub-powers, which essentially allow you to build Jensen into the action hero you want him to be. An invisible, silent spy? A juggernaut able to move and kill at incredible speeds, even able to fire explosives from his chest? A hacker, a sniper, an athlete, an explorer, a double-hard bastard with radars for eyes? It's gratifyingly elaborate, a grand hit of the tactical thinking that lies ahead.
Nu-Jensen's first mission is to tackle a group of Pro-Human Purists, who've broken into another of Sarif's factories. Sarif is simultaneously Christ and Satan in this universe - the bright hope of curing disease and fixing any injury, and the terrible mutilation of replacing limbs, organs, even brains with machinery. That his business is a target for fanatics is scarcely any surprise. That he sends his own personal Terminator to go fix the problem is no less of one.
That said, in a direct nod to the original Deus Ex's first mission, Jensen is given a raft of choices as to just how much of a Terminator he wants to be. Lethal or non-lethal takedowns, ranged or close combat? I go non-lethal, and for the stun gun rather than the long-range tranquilliser rifle. I want to be in the middle of things, but I don't want blood on my hands. No-one appears to judge me for my choices at this stage, but the levelling and achievement notifications reveal I'm racking up rewards for maintaining certain approaches. This, in turn, grants me more aug upgrades. For now, my choices are limited - I pick a raft of stealth powers, primarily temporary invisibility and dampening movement noise.
I can't yet speak for how well it works as a straight-up shooter, had I chosen the more bloodthirsty options, but as a stealth game it seems to be shaping up phenomenally. While there's a cover system, which involves a fan-outraging but genuinely non-disruptive switch to a third-person perspective in order to get a better sense of what's around Jensen, where the stealth really shines is when it's simply about not being seen. Run, duck, hide - breathlessly behave as would were you trying to avoid detection. It's about gut instinct and observation, and even the stealth-orientated augs don't replace that.
What they do do is - hey! - augment it. The base-level Cloak, a sub-dermal enhancement that permits invisibility, lasts just a couple of seconds before draining Jensen's battery. This doesn't render it useless - instead, it ensures it's a genuinely tactical tool rather than a superpowered cheat. I found myself gauging guarded gaps between crates and pillars, trying to do the maths on whether I could make it from cover to cover before my Cloak flickered away and left me in plain sight of three angry fanatics. Deep breath, activate, leg it! When it worked, it felt fantastic: the heart-pounding tension of knowing that the difference between life and death was a matter of milliseconds. When it didn't work... well, Jensen sure doesn't last long if you've not riddled his tortured frame with armour and health augs.
Tackling this mission, this factory full of heavily-armed mercenaries and elaborate security systems, was beautifully organic. While there was a point A and a point B to be traversed/blundered between, the actual route is relatively open. I made it through a frankly cack-handed hodge-podge of running, tasering, hacking, panicked EMP-grenade lobbing and, mostly, hiding. I made a terrible mess of things, ultimately - a bunch of hostages were murdered, I got spotted about six times a minute and the so-called terrorists' leader escaped, killing another hostage en route.
More, much more than that, I did it my way. I made those choices, I made those blunders and - happily - I didn't kill a single soul myself. Sure, I hadn't exactly been subtle: the maze-like factory/office/lab building was littered with slumbering Pro-Human nutters and deactivated robo-turrets, but no blood was spilt. Not by me, at least. I could clearly see how I could have been far more discreet - telltale ventilation hatches here and there, security terminals I hadn't found the password for or was too busy being chased to hack, and a warren of ignored staircases, doors and gangways.
While the details of Deus Ex may be different, the fundamentals are not. The scope of Human Revolution's moral dilemmas and tangled conspiracies remains to be seen, but in terms of being a free-form action game it's very much in the spirit of the original - not neutered and 'streamlined' for a perceived more impatient audience. The systems are modernised, made to look and feel slicker, and the result is a game that evokes Deus Ex as you remember it, rather than Deus Ex as the remarkably progressive but now somewhat lumbering game it is by today's standards. I'm a little wary about growly, guarded Jensen himself, who I haven't found a sure reason to like as yet, but then there might be a good reason for his relative lack of personality - and one that's the single most astonishing thing I've seen in the game so far.
This first major mission ends, in grand old gaming tradition, with a boss fight. No daft glowing weakspots or feckless quicktime events here, however - instead Jensen's climactic conflict with the one-eyed leader of these Pro-Human purists is purely a mental one. Zeke Sanders, a man so outraged by augmentation that he's ripped out his own ones (including that telltale missing eye), knows that the gig is up. His men are dead or sleeping, and he's faced with his own living nightmare - someone who completely blurs the line between human and machine. That's why he's taken a terrified hostage, to whose head he holds a gun. The spit'n'polished Tomb Raider engine behind Human Revolution flexes its best muscles here, with Sanders convincingly betraying his desperation via body language and facial expressions. He's a man on the edge. Watchoo gonna do, Jensen?
The challenge at hand is reading and predicting Sanders' reactions and mental state, whether it's to talk him down from killing the hostage or to get him off guard enough that you can take him out. There is, I'm told by a nearby dev, no one fixed path, a golden route of conversation options that leaves everything sweet as peaches. I need to listen to what Sanders says and watch his body language. If he's getting hysterical, perhaps I should appeal to his reason. If he's puffed up with pride, the smartest thing to do might be to humble him, make him realise he's not top dog here. If he's visibly afraid and torn, perhaps I should emphasise with him.
Apparently, his initial reactions are randomly chosen from a small pool; it's my job to keep up with them, get him closer and closer to calming down and doing the right thing or leaving himself open to a takedown. I almost get there, but stick too doggedly to rationality, which eventually headbutts against his rage and passion for his cause. He makes off with the hostage, whose corpse I find in the next room when I try to follow him. Sigh. Blown it.
He's gone, and I've made a right pig's ear of my mission, but maybe I got through to Sanders a bit. I showed that Jensen was no cyborg killing machine, and I made the pro-human zealot aware that he was being used by someone else - that his invasion of Sarif's lab had been used to mask a hacking attempt by an augmented man. A remote-controlled augmented man in fact, made to take his own life by forces unknown when I discovered him. There's a much bigger picture here than the debate between natural and man-made humans: someone, somewhere, is trying to control the destiny of both. Ah, the sweet, sweet smell of conspiracy. The game's afoot. The Deus Ex game's afoot.
Robot Entertainment - the studio risen from the ashes of Halo Wars and Age of Empires developer Ensemble - has revealed its new game: Orcs Must Die!
It's a downloadable title for "PC and consoles" and is due for release sometime this year.
Orcs Must Die! challenges you to defend a castle from an army of orcs and ogres. They smash through the gates and it's your job, as a war mage, to smash them up.
It's a vividly coloured cartoon-style game shown from a third-person perspective and boasts a fast-paced mix of action and strategy. You can chop with a sword; loose bolt after bolt from your crossbow; lay traps; employ the help of elven archers and devastate with terrific spells.
The idea being to kill loads of baddies at once, and there's a combo system to reward this.
There's no word on multiplayer.
Video: Use your knife on orc.
Street Fighter producer Yoshinori Ono has all but confirmed that the characters introduced by the Japan-only Arcade Edition of Super Street Fighter IV will be made available to download to the home console version.
Confusion was sparked by an Andriasang report this morning in which Ono was quoted as saying there are no plans to bring Super Street Fighter IV Arcade Edition to home consoles.
Why? Because Arcade Edition has some characters who were purposely made strong, upsetting the balance of the game. The Arcade Edition introduced Yun, Yang, Evil Ryu and Oni.
Some have taken Ono's comments to mean the four characters won't be offered as DLC, but the eccentric Japanese developer took to Twitter today to tease an announcement soon after the March launch of the Nintendo 3DS.
"Plz wait it after release 3DS in US/Euro !! ;D" was Ono's typically enthusiastic response to a call for SSFIV AE console news from one of his followers.
"I'll try not to disappoint every time! Is it right? ;)" he responded when asked whether the story that SSFIV won't be DLC was true.
Then, "I make someone less unhappy! Everything's going to be all right!"
And, finally, "Over my dead body!! It all right! ;D" in response to the question: "is it true no AE edition on console?"
Looks like it's a case of when, not if, then.
A new Crysis 2 video has confirmed a PlayStation 3 multiplayer demo will launch.
The gameplay video, below, shows a snippet from the single-player level "Semper Fi or Die".
At the end of the video we're told: "PS3 multiplayer demo coming soon."
Executive producer Nathan Camarillo wasn't joking last week when he said PlayStation 3 gamers "can probably hope for" a demo, then.
No date is revealed, but given the game is due out in just over a month, we expect the demo to launch soon.
A multiplayer demo is set to hit PC on 1st March. It includes two maps and two modes, each setting up six versus six matches.
Video: Raw unfiltered PS3 footage.
World of Tanks maker Wargaming.net has claimed a world record for the most players online simultaneously on one MMO server.
The record was set on 23rd January this year, when the number of players on the game's Russian server totalled 91,311.
The impressive figure beats a previous record set by Eve Online, which claimed 63,170 concurrent accounts logged on to the same server on, strangely enough, 23rd January.
"We are excited to see so many people playing World of Tanks and the new record is an important achievement for us," said Wargaming.net CEO Victor Kislyi.
"However, with the population of the game growing steadily another week or two would let us report a more impressive record as the current PCCU number surpasses 120,000 players."
Free-to-play MMO War of Tanks is in beta in Europe and North America.
Last month Wargaming.net announced that one million people had registered with the game, spread across Russia, Europe and America.
Then it said it planned to "update and polish" in the run up to World of Tanks' "commercialisation" for the Western audience in the first three months of 2011. Soon, then.