Eurogamer



Candella Software has defended its controversial video game Alien Jihad to Eurogamer this afternoon.


Alien Jihad was announced for PC, iOS devices, Android and home consoles this morning.


The premise? A peaceful Earth - where Palestinians and Israelis "party together"; Saudi Arabia booms with mini-skirts; the US, Iran and North Korea create the Axis of Peace; Afghanistan is named the world's safest place; Somalia's economy swells largest; France welcomes back Roma travellers; British MPs decide not to "fiddle" expenses and "rip off" tax payers - is invaded by Aliens from Virginopolis, who flaunt destructive Fatwa technology. "Greedy" Wall Street bankers are turned into alien clones.


"Dick Puffin", leader of "the British Nazi Party", announces that, "We are the aborigines of this land." Former Australian Prime Minister Mr. Howard declares that, "We must invite these aliens to a cricket match. And after they lose, we must do to them what we did to the aborigines."


"Wise geriatric" Italian PM, "Saint Silvio", comments (while receiving "an oil massage from his new underage girlfriend") that, "Our culture is far superior to theirs. It's much better to love bunga bunga girls than these aliens." And "great American rabble rouser Fat Buchanan" broadcasts that, "These aliens pose a clear and present danger to our superior Anglo-Saxon culture."

"It is time for the video games industry to tackle mature subjects affecting millions of people's lives."

Ajith Ram, creative director of Alien Jihad


Alien Jihad gameplay is described as an arcade shooter similar to ancient PC game Star Wars: Rebel Assault. Earned trophies include Greedy Banker, Infidel, Foreclosure King, Bailout Champion, Day of Rage, Tea Party.

Is Alien Jihad for real?


"Yes, it is real," answered Ajith Ram, creative director.


"Naming and connotations are deliberate. The game tries to highlight some of the major political, social and religious issues in the news every day.


"Alien Jihad is a co-production between three small indie developers and all of us believe that it is time for the video games industry to tackle mature subjects affecting millions of people's lives."


Mature subjects, Ram continued, such as "the demonisation of entire Muslim communities due to the violent actions of a minority"; the "rise" of right-wing politics in Europe and the US in reaction to the "perceived" Islamic threat; the classification of some minorities including Roma travellers as "aliens"; the global recession; and the ongoing revolutions spreading throughout the Middle-East that will have "a massive impact on world affairs for decades to come".


"For an industry that pretends to be the art form of the 21st century, games have a strange reluctance to deal with hot topical issues in any form," alleged Ram, "whether the approach to these subjects is humorous or not.


"None of the other art forms have this problem; whether movies, music, art or comics, they have all reflected the topical issues of the day for decades."


Ram used examples such as Bob Dylan singing for peace during the Vietnam War.


"Rarely were they criticised for discussing the burning issue of the day or being unpatriotic," he said. "But when a games studio makes Six Days in Fallujah, all hell breaks loose."

"Surely as the exponents of a new art form, games designers (and publishers) can do better than Italian plumbers, space marines, ninjas and cute animals?"

Ajith Ram, creative director of Alien Jihad


Ram pulls comics into his argument: Judge Dredd depicted hostile post-Third World War world, Ram explained, and the Tom Clancy novels of the 1990s had Palestinian terrorists stealing nuclear bombs to blow up Denver with.


"We even had the usually pussyfooting and politically correct Hollywood portraying a similar story in James Cameron's True Lies," argued Ram. "Quite recently, we had movies like The Infidel (starring Omid Djalili) and Bruno (Sacha Baron Cohen) taking a more comedic approach to Jewish-Muslim issues."


"So why is it," asked Ram, "that the games industry, which now claims to be bigger than box-office Hollywood, has such an enduring problem with global politics? Surely as the exponents of a new art form, games designers (and publishers) can do better than Italian plumbers, space marines, ninjas and cute animals?"


When quizzed about the more personal attacks on "Dick Puffin" - leader of "the British Nazi Party" - clearly a parody of British National Party leader Nick Griffin - Ram countered: "Dick Puffin is a fictional character in the game and not related to anyone. Mr. Griffin's attitudes are also well known."


As for the caricature of Silvio Berlusconi, the British MP expenses scandal and the Middle-East tensions: "All of these were - and some still are - topical issues," answered Ram. "They are quite well covered by the media and there is no reason why a video game should not highlight them as well."


Complex political arguments aside, won't brazenly naming a game Alien Jihad rile Apple and endanger the game's App Store release?


"It remains to be seen," shrugged Ram. "It will not be a problem on the PC which has no censors.


"On other platforms, if the stakeholders have a problem with the title of the game, we'll try renaming it. That's a bridge to cross when we get there."


The "home console" release is more hazy. "[No platforms] that we can specifically mention today," said Ram. "We certainly hope to see the game on consoles in the future."

Call of Duty: Black Ops Multiplayer Teaser


Call of Duty: Black Ops was the biggest entertainment property of 2010 in the UK, beating out 3D sci-fi blockbuster Avatar and the latest album from Take That.


Citing ERA data, MCV reported that the latest entry in Activision's steamrolling FPS franchise sold 3.3 million copies compared to three million Avatar DVDs and 1.9 million copies of Take That album Progress.


Games had a strong presence in the top 10. FIFA 11 came in at third, selling 2.4 million units, while Just Dance shimmied in at nine, shifting 1.3 million copies.


Here's the full top 20:

  1. Call of Duty: Black Ops [Activision Blizzard] – 3,266,298
  2. Avatar [20th Century Fox] – 3,001,769
  3. FIFA 11 [Electronic Arts] – 2,390,231
  4. Toy Story 3 [Walt Disney Studios] – 2,082,461
  5. Progress (Take That) [Universal Music] – 1,933,205
  6. The Twilight Saga: New Moon [Entertainment One] – 1,889,187
  7. The Twlight Saga: Eclipse [Entertainment One] – 1,334,490
  8. Inception [Warner Home Video] – 1,328,290
  9. Just Dance [Ubisoft] – 1,305,338
  10. 2012 [Sony Pictures] – 1,298,705
  11. Crazy Love (Michael Buble) [Warner Music] – 1,289,304
  12. Now That's What I Call Music 77 [EMI Music/UniversalMusic] – 1,255,006
  13. The Hurt Locker [Elevation Sales] – 1,247,604
  14. Up [Walt Disney Studios] – 1,236,066
  15. Sherlock Holmes [Warner Home Video] – 1,217,637
  16. Red Dead Redemption [Take-Two] – 1,135,559
  17. The Fame (Lady Gaga) [Universal Music] – 1,104,504
  18. The Hangover [Warner Home Video] – 1,024,546
  19. Alice In Wonderland [Walt Disney Studios] – 943,220
  20. Shrek Forever After - The Final Chapter [Paramount] – 928,726
Apr 14, 2011
Eurogamer


Later this year PEGI will become the legally enforceable ratings body for games in the UK, completely replacing the BBFC. Wherever creative content is legislated in this way, friction is inevitable. And almost always, controversy arises because a rating is seen to be making it too easy for inappropriate material to reach the jam-stained fingers of our innocent children.


The recent furore over We Dare, Ubisoft's dreary collection of allegedly saucy mini-games, is a good example of what can happen when content and context fail to align.


PEGI rated it as 12 because there was nothing in the game itself, according to their guidelines, that warranted a higher rating. Whatever sexy facade We Dare wore came from its advertising, not what was on the screen.


Over the last few years, however, there has been a curious creep in the opposite direction. Games that seem relatively benign have been rated suitable only for those aged 16 and over.


For me, the parent of a keen gaming 8 year-old increasingly curious about what lies behind those age-related barriers and the editor of Eurogamer's site for kids, Megaton, things weren't adding up.


My curiosity was piqued in 2008 when my son fell in love with Castle Crashers, The Behemoth's deliciously silly scrolling beat-em-up. The game featured a few small spurts of blood and lots of poo jokes, but after playing it from beginning to end, I struggled to see why it had been deemed suitable only for 16 year-olds.


It seemed like a ludicrous decision, especially when the only explanation on the PEGI website was that this highly stylised cartoon game contained "realistic-looking violence".


This stood in stark contrast to Naughty Bear, rated 12, a game so sadistic and violent that the PR responsible for sending me a copy actually made a point of saying that it really wasn't suitable for kids. Looking for clarification, the PEGI rating explained that while Naughty Bear also contained "realistic looking violence", it was aimed at "non-human characters".


The same actions carried out on humans would basically make the game Manhunt 2. Against ironic cuddly toys, the violence was literally child's play. Something felt wrong.


Examples have continued to crop up over the past year, suggesting PEGI was perhaps struggling to bridge the gap between 12 and 16. Iron Man 2 and Prince of Persia: The Forgotten Sands, for instance, were rated 16 for 360 and PS3 players - but 12 for Wii owners, despite being virtually identical.


Spider-Man: Shattered Dimensions and Star Wars: The Force Unleashed were rated 16, the same rating dished out to grisly foul-mouthed shooters like Metro 2033 and Crysis 2, despite featuring no sex or bad language and only bloodless violence.


The comic book action of Batman: Arkham Asylum was rated 16, even though its admittedly hard-hitting combat was nowhere near as grisly as the 12A rated Dark Knight movie, with a pencil-in-eyeball gag, cheek-slashing, a man with a bomb sewn under his skin and Harvey Dent's gruesomely realistic facemeat.


The notion that I couldn't cover Batman, Spider-Man and Star Wars games on a website aimed at 12-year-olds seemed daft. It bothered me that it was only because my job involved playing those games, and seeing what they contained, that the discrepancy was obvious. Parents with no gaming experience would be making decisions based on what I saw as skewed information.


Finally, I decided to get in touch with PEGI to find out exactly how some of these ratings were determined and what criteria the organisation uses to reach its decisions.


The way PEGI works is that publishers submit their games along with an assessment form, detailing all content that could affect the final rating. On the form are 50 categories which break down every possible type of violence, profanity or sexual content into different age-restricted bands.


"Depictions of violence that is humorous and is set in a cartoon, slapstick or child-like setting" would result in a rating suitable for 3 year-olds. "Moving images that depict mutilation or torture of human-like or animal-like characters" naturally lead to an 18.


Illegal drugs are inappropriate for a 12 rating, but fine under a 16. Sexual innuendo is OK for a 12 rating, but more explicit sex talk bumps things up to a 16. "Realistic violence" against fantasy characters is allowed for a 12, as is non-realistic violence against human characters.









Reading through the list it's hard to argue with any of the categories, or the sensible and balanced guidance offered on how to interpret each band. There are still some eyebrow-raisers though. The rather quaint "bloody hell" warrants a 12 rating just as much as more forthright swears like "shit", "wanker" and "twat". All racial and homophobic slurs also fall under the 12 rating, interestingly.


Final ratings are then handled two organisations which check the publisher's assessment form against the material that has been flagged. PEGI does not play the games from start to end or attempt to see everything in the game.


Games rated 3 or 7 fall to NICAM in the Netherlands, while the Video Standards Council in London tackles 12, 16 and 18 games. Key to the ratings process is the fact that as a pan-European body, PEGI has no wriggle room for incorporating cultural context into a rating.


"I think there is a problem in that the UK has some difficulty in accepting and possibly understanding that the PEGI games rating system is not like the BBFC film and video rating system", explains Gianni Zamo, communications officer for the Video Standards Council.


"The BBFC operates on a contextually-sensitive basis which gives them a certain amount of freedom in deciding a film category. As an example, The King's Speech was given a 12A certificate even though the film contained a goodly smattering of f-words that would normally get a 15.


"However, the BBFC justifies the 12A by contextualising the use of the bad language stating that it is said in a speech therapy context rather than being used abusively or aggressively.

"I suspect the average German, Italian or Frenchman isn't remotely interested in Anglo-Saxon swearwords and their potential to offend."


"Here in the UK most of us would probably understand and accept that rationale. In mainland Europe however, it's pretty meaningless given that the f-word carries no weight as a swear word and I suspect the average German, Italian or Frenchman isn't remotely interested in Anglo-Saxon swearwords and their potential to offend."


As it turns out, The Kings Speech was given a 7 rating in Switzerland and a PG in Singapore - "Which suggests that the bad language was not an issue as far as these countries were concerned," says Zamo.


"In short, therefore, the use of context is very localised. What might be contextually acceptable in one country may not be so in another, which is why the PEGI system cannot function on this basis, nor would it wish to do so."


So instead PEGI bases its ratings on whether or not the imagery of a game is likely to cause "harm" to a particular age group, a distinction that Zamo admits is the subject of much debate.


"For western Europe at least, there do appear to be some commonly shared values and an understanding of what is considered to be appropriate for each age group.


"As an example, a game featuring strong, explicit sexual violence is unlikely to be considered suitable for anything other than an adult audience. Different degrees of violence will result in nuanced age ratings, depending on how realistic and true-to-life the on-screen representation of a violent act is."


This often isn't the case for film, Zamo says. For instance, French film censors have a reputation for being liberal compared to the UK. 'The Exorcist' was finally awarded an uncut 18 rating for Britain in 1999, "Whereas the French gave it a '-12' (forbidden for under 12s) without a second thought. Go figure, as the Americans would say."


There are also some common misconceptions about what elements impact a PEGI rating. Although online play appears as one of the advisory icons on packaging, it doesn't change the rating.


"Neither the PEGI system nor any other regulatory system can legislate for the behaviour of a user online or any user-generated content which is not a normal part of the game," Zamo explains.


PEGI does uphold the PEGI Online Safety Code, however, which requires publishers to police their own online communities to ensure it remains in line with accepted standards.


Nor does repetition of an action alter a rating. This was one of the assumptions I had made to explain why a game like Spider-Man: Shattered Dimensions might be rated 16, on the basis that thousands of punches to the face of hapless goons might have some cumulative effect that wouldn't hold true of a similar one-off action in a movie.









Not so, says Zamo. "One punch or one hundred doesn't make a difference. Repetition of a particular action doesn't constitute a 'harm' in itself." However, the way in which it is presented might, such as the difference between the fantasy, comic fighting of Crash Bandicoot as opposed to the unremitting, brutal violence of Modern Warfare.


So what does this mean for the games whose ratings so baffled me in the first place? I wanted to know if the reason games were getting lower ratings on the Wii than on HD consoles was because the higher resolution made the action more explicit. As it turns out, the distinction was even smaller than that.


The 360 and PS3 versions of Iron Man 2 were rated 16 because the violence was judged to be more "realistic". Realism, in this case, isn't even based on the violence itself, but its aftermath: defeated enemies stay on the ground on the 360 and PS3, but vanish on the Wii. That can be all that's needed to nudge a game from a 12 to a 16.


In the case of Spider-Man, it turns out that the game was actually suitable for a 12 rating, right up until the last scene which was judged violent enough to change the rating.


"This is an example of a game that ultimately found itself sitting on the cusp between one rating and another," says Zamo, having retrieved the original rating documentation for the title.


"It seems that Spider-Man was, indeed, considered to be suitable at 12 save for a final scene involving multiple Spider-Men attacking a villain. Although the scene lacks any visceral element to it, it was felt to be sufficiently brutalising enough, with endless punches rained down on the villain, for it to warrant a shunt into 16."


These cases are obviously the exception rather than the rule, but they do raise important questions if PEGI is truly going to become as ubiquitous and widely understood as the BBFC ratings are for cinema.


Is the average customer on the street, that Mum or Dad looking for a game for their 12-year-old, going to be aware that the Spider-Man game is almost entirely suitable for their child, apart from one scene?


And is it fair that one child can play a game on their Wii, even if that game is Iron Man 2, while their friend has to wait four years just because their console has enough processing power to remember where enemies have fallen?


Personally, I'm still not convinced we have the right answers. I think PEGI offers a valuable service, and makes difficult decisions with, as I discovered, admirable transparency.


Clearly, the system is getting most things right. In 2010 PEGI fielded just 1684 enquiries from the public across the whole of Europe. Of those, most were apparently people asking how their consoles work or whether the ratings are a guide to the difficulty of a game ("Clearly there's some awareness work to be done on that one!" jokes Zamo). Just 115 were from people complaining about a rating.


Yet while I'm pleased to see games rated as games, rather than subjected to ratings designed for a different media, if a 16 certificate can cover everything from the benign comic book punch-ups of Spider-Man to the sweary stealth-kill headshot violence of Crysis 2, doesn't that risk making the PEGI rating a little less credible in the eyes of parents?

"I can see that some people might find it hard to comprehend the difference between [Spider-Man] and Crysis 2. However, I doubt that this in itself would lead to a wholesale loss of credibility."


"It's a subtle difference and not, perhaps, something that the average gamer would immediately recognise or understand", Zamo admits, "So I can see that some people might find it hard to comprehend the difference between [Spider-Man] and Crysis 2. However, I doubt that this in itself would lead to a wholesale loss of credibility."


I can't quite agree. If consumers find it hard to comprehend the difference between two games with the same rating, it suggests that there's a blind spot in the system. Particularly, it seems, for games that fall between the 12 and 16 ratings by relying on visceral yet non-explicit action, usually in a fantasy setting but against human foes.


I find it hard to believe that the sight of multiple dimension-hopping Spider-Mans delivering three punches to a bad guy or a digital body lying on the ground is going to cause "harm" a 12-year-old, who can already legally see far worse in live action movies. A ratings system that is too lenient will obviously cause an outcry, but moving too far in the other direction is hardly desirable either.


We're already seeing games migrate away from the middle ground where content is concerned, with inoffensive kid's titles at one end, blood-soaked adult titles at the other and very little in between.


As PEGI ratings become legally enforceable, it would be a shame if the few games that still aim to satisfy the young teen audience without pandering to gory bloodlust were placed out of reach by a ratings system designed to accommodate them.

Eurogamer


Fable III will be a more difficult game on PC, Lionhead has revealed - because desktop gamers relish the challenge.


"On Fable from the beginning I can remember sitting in a room with Peter [Molyneux] and him being very explicit with me that... I believe the direct quote, if I remember correctly, was, 'I want a blind child to be able to win this game with their feet,'" PC Fable III lead designer Josh Atkins told Rock Paper Shotgun."Clearly, that's an ambition, a general direction. For us, people should be able to finish the game.


"We've always kept that as a mainstay, but when the difficulty came up we were talking about what would PC players want. What would be important to them? The additional challenge, or the choice for additional challenge was something that we thought was important.


"Figuring out how to do that in a way that was both efficient and fair was challenging," he added. "We didn't just move sliders around: we actually sat down and looked at the creature types and looked at them as individuals. Rather than just say, "This one now does 10 per cent more damage," we made them a little faster, which gives them the perception of being a little bit smarter."


Other areas altered for the June release of Fable III on PC include a redesigned user interface that feels "a little bit more mouse-specific". Gloriously, you can click on objects with a cursor.


Atkins and team have also eradicated a number of Fable III bugs and lowered the item collection requirements for Achievements. And those collection elements have "a future", according to Atkins.


"Our hope is that people who pick up [Fable III] on PC think, 'Okay, this plays how I would expect it to play, it doesn't play like a half-done port,' which is the danger for PC games," said Atkins.


"Not to knock anyone else, but people tend to just rush games out onto the PC; they do the very quickest port they can and they try to do it as a financial model rather than let's try to make something that at least plays like it was designed for this platform, and respects what the platform does."


Reflecting on Xbox 360 Fable III, Atkins recalled reports from Lionhead PR about a female hairdresser declaring Fable III was the only game she plays. Atkins also had a friend email to tell him Fable III was the first game his daughter and he had ever finished. And she's nine.


Fable III is rated 16+ by PEGI. Does Atkins believe it's right to subject children to hefty moral choices such as whether a lover or innocent bystanders live or die?


Harry Potter deals with "some pretty heavy stuff", argued Atkins, and as long as the parents are "comfortable", then Lionhead likes making "the kid think".


"They're just a person, right, with shorter arms," said Atkins. "They're sitting a littler closer to the screen perhaps, but nonetheless they're still sitting there wondering what's the right thing to do."

Eurogamer awarded Fable III 8/10 on PC.

Video: 15 minutes of Eurogamer-captured Fable III.

Call of Duty: Black Ops Multiplayer Teaser


Treyarch aims to launch a mod tool kit for Call of Duty: Black Ops in May – half a year after the game's launch.


Treyarch community manager Josh Olin confirmed the intended May release in a tweet, originally posted by a developer known as "pcdev".


The Activision-owned studio confirmed its intention to open the PC version of Black Ops up for player modding in August last year.


At the time, pcdev said that creating the tool kit was a "non-trivial" amount of work and would have to wait until after the game was finished.


"We plan to open the game up for modding sometime post-launch," said pcdev. "We do not know yet to what extent you will be able to mod the game.


"There are some purely technical issues related to engine and internal tool enhancements that do not easily fit the modtools paradigm. We have looked at it close enough to see that it is non-trivial and we will have to pick it up again post-launch. Right now we are completely focused on finishing the game."

Video:

Eurogamer


Companies selling Star Wars: The Old Republic currency for real-world money have begun hawking their wares - months before the game's projected launch.


Popular gold seller IGXE (Internet Game Exchange) press released its SWTOR service today. IGXE offers a placeholder price of £650 for 1000 SWTOR credits.


Expand the search for SWTOR credits/gold to Google and a thriving pre-release market appears: website addresses include starwarscredit.com, swtorforsale.com, swtorsell.com, swtorgolds.com, swtorgold.net, cheapswtorcredit.com, buyoldrepubliccredits.net, cheap-swtor-credits.org, and so on.


Do they know already how to effectively earn SWTOR credits to sell? Or do they simply presume they will be able to?


More to the point - can BioWare stop them?


A closed beta for Star Wars: The Old Republic looms, and more than 1.5 million gamers have registered their interest in joining it, according to EA.


The closed beta should, for the first time, allow press to explore the world of Star Wars: The Old Republic unhindered - i.e. without the stabilisers of a controlled EA demo.


The launch of Star Wars: The Old Republic will depend, to a degree, upon beta feedback. But EA recently announced the "reasonable" assumption of a 2011 release somewhere between July and December.

Video: Well Wookie here.

Eurogamer


Super Stardust HD and Dead Nation developer Housemarque's downloadable game Outland launches on the EU PlayStation Network and Xbox Live Arcade on 27th April, Ubisoft has confirmed to Eurogamer.


It hits the US PlayStation Store on 26th April.


Outland's like a cross between old school Prince of Persia and cult classic shmup Ikaruga. Tapping L2 shifts you between blue and red energy alignments, allowing you to harmlessly absorb same colour projectiles. There's story co-op and co-op challenge rooms, too.


Outland was announced as a Ubisoft-published PSN and Xbox Live Arcade game last year.


A new trailer is below.

Video:

Portal 2 E3 Demo (Repulsion Gel)


You will need a Steam account for the full Portal 2 experience on PlayStation 3, Valve has revealed.


PlayStation Network accounts can be linked to either existing Steam log-ins or freshly created ones.


Once the two accounts are joined, PS3 owners can enjoy cross-platform matchmaking and co-op play with Portal 2 gamers on PC.


There's also cross-platform chat, Steam Achievements (earned in synch with Trophies), player profiles and game invites. You can even play Portal 2 on a PC or Mac - Valve grants a free PC/Mac Steam edition of the game to PS3 gamers.


Portal 2 arrives next week.


"An hour messing around with Portal 2, then, is enough to change it from a pleasant prospect to a truly unmissable one," wrote Christian Donlan for Eurogamer earlier this year. "With some promising new ideas and some great old ones, Valve shouldn't have too many troubles enticing people back to its mean-spirited geometrical playground."

Video: Portal 2! Portal 2! Portal 2! Portal 2!

Eurogamer


Hot on the heels of PlayStation 3 jailbreaker George "Geohot" Hotz's settlement with Sony, hacker group Anonymous has threatened to attack the Japanese company.


In a video posted to YouTube, below, Anonymous called on gamers to boycott Sony this weekend, and signed off with a promise to deliver "the biggest attack you have ever witnessed".


What this means, exactly, is unclear. But we know Anonymous is trying to drum up interest in staging protests at Sony stores this Saturday.


Little do they know the Sony store in Croydon's Centrale shopping centre recently closed down. Ah well.


Earlier this month Anonymous "temporarily suspended" its war on the PlayStation Network – saying its beef was with Sony, not Sony's customers.


"Anonymous is not attacking the PSN at this time," Anonymous said. "We realise that targeting the PSN is not a good idea. We have therefore temporarily suspended our action, until a method is found that will not severely impact Sony customers.


"Anonymous is on your side, standing up for your rights. We are not aiming to attack customers of Sony. This attack is aimed solely at Sony, and we will try our best to not affect the gamers, as this would defeat the purpose of our actions. If we did inconvenience users, please know that this was not our goal.


"This operation is a response to Sony's attempt to deprive their customers of products they bought and therefore own, wholly and completely. Anonymous will not attempt to fight this by following the exact same course of action.


"We have plenty of tricks up our sleeves."

Video:

Call of Duty: Black Ops Multiplayer Teaser


Publishing behemoth Activision is public enemy number one in many gamers' eyes, but according to one executive at the company, it has an undeserved reputation.


And it's due, according to head of developer relations Dan Winters, to the simple fact that Activision is number one – and an easy target.


"It's interesting, before our merger with Blizzard, becoming the number one publisher from a revenue perspective, we were always known as the warm and cuddly Activision; the scrappy, loveable number two," Winters told Eurogamer sister site GamesIndustry.biz in a new interview.


"As soon as we became the number one and we develop broader perspectives, perceptions started to change a little bit.


"We've worked very hard, and continue to do so, to let people know that, you know, we're the same guys, we really are. We haven't changed! I'm the same guy that I was before the merger, as are most of us. We're the same organisation. We haven't gone out and hired 3000 people. Our ability to scale and move quickly is the same as it was before. We're not this big, monolithic empire that's making decisions in a dark room, we're still very collaborative. We still have the same healthy respect and appreciation for talent that we ever did."


Activision shocked the gaming world when it announced the closure of its Guitar Hero business. UK-based DJ Hero developer Freestyle Games is currently in limbo.


That decision followed Activision's closure of Liverpool-based Project Gotham and Geometry Wars developer Bizarre Creations.


And last year Activision sacked Call of Duty creators Vince Zampella and Jason West. And who can forget CEO Bobby Kotick's infamous "we want to take the fun out of making games" joke?


According to Winters, though, Activision treats its developers with respect, and allows them to get on with the business of making games without too much interference.


"With all of our internal studios we have built a process, Bobby [Kotick, CEO] has really done this directly himself, built a process for the independent developer model, that allows them to retain their own culture, their own visibility, their own leadership, really to drive the stewards of the brands. I think those are important pieces of ownership, as it's loosely defined," he said.


"I think that's an important part of people coming in and having a passion and being able to exercise that passion as opposed to going in and being called publisher's name plus location. That takes some of the individuality away from that studio, and maybe some of their ability to personalise, to put in passion and ownership into their studio process. So I think we've done a good job of that through the years."


Last year Double Fine boss Tim Schafer described Kotick as a "dick".


The Costume Quest and Stacking developer was, of course, the subject of a bitter lawsuit with Activision over the launch of action game Brutal Legend.

...