Eurogamer


Having given Microsoft a year's head start in the current generation, PlayStation Europe boss Jim Ryan said it would be "undesirable" for PS4 to repeat that for the next-generation.


Speaking to Eurogamer TV this afternoon at a press event for PlayStation Vita in London, Ryan, who stepped up to the SCEE top job in the summer, said: "I think we would consider it undesirable to be significantly later than the competition [with the next PlayStation]."


With Wii U out next year and Microsoft expected to reveal the next Xbox in 2012 amid suggestions that a number of studios are already making games for a 2013 launch, industry chatter regarding a PlayStation 3 successor has been considerably more muted.


This, coupled with Sony's overall financial position, has led to speculation that the company is behind its rivals with its next-generation planning.


Ryan defended Sony's strategy, insisting: "There's still a lot of unfinished business on PS3."


He added: "If you look at PlayStation 2, now in excess of 150m units installed globally, a huge majority of that was done at price points of £120 or lower. [With PS3] we've only just hit £199 in the UK, so clearly there's a considerable untapped part of the market there."


Last week Edge reported that a first-party Sony studio had ceased PS3 development and moved onto PS4 development. The unnamed developer is also apparently involved in building the graphics technology for Sony's next system.


It then said Guerrilla Games was making a new Killzone game - for PlayStation 4?

Eurogamer


In a free browser-based spaceship MMO, how many people would pay €1000 for a single item?


In the case of DarkOrbit, 2000 people in four days - for a total of €2 million.


DarkOrbit creator Bigpoint confirmed the numbers to Gamesbrief. The numbers were calculated as of 16th November.


The €1000 DarkOrbit item was the 10th Drone, the Zues Drone. This is the top ranked combat drone - things that support your spaceship in battle. You need all nine previous drones and the blueprints for the 10th Drone.

Bigpoint's business revolves around selling virtual goods in free MMOs. It's the free-to-play, micro-transaction model. This year, Bigpoint expects to make €200 million from a registered player base of 215 million people, Gamesbrief reported.


Startlingly, 97 per cent of people playing Bigpoint games apparently don't pay anything on a month by month basis. So when they do, it needs to count.


This phenomenon is referred to as whaling, where one catch reaps big rewards. Trion's Scott Hartsman talked to Eurogamer about it when we quizzed him about MMO Rift turning free-to-play.


Bigpoint's most notable MMO is Battlestar Galactica Online - a product of considerable funding. Browser games have come a long way. Go take a look, if you have a spare 10 minutes.

Eurogamer


Sony has narrowed the European release window for Telltale's episodic Jurassic Park on PlayStation Network, after European console versions missed the game's US simultaneous release date promised across all platforms.


A story-led adventure spun off from the original Jurassic Park film, Telltale's title was originally planned to launch episodically for PC and Mac from April this year.


Gamers who pre-ordered the title were informed by Telltale in an April 25th email that Jurassic Park had been delayed until Autumn, allowing the game to be launched in its entirety and "simultaneously on every platform".


A simultaneous worldwide 15th November launch date for PC and Mac was later announced, with US PlayStation 3 and Xbox 360 versions confirmed for then too.


Jurassic Park is now available to download in its entirety for PC and Mac, while the first episode has been made available on iPad.


Release dates for the console versions in Europe have yet to materialise however.


The PlayStation 3 version, available as a download via PSN, will launch "very soon... before the end of the year," PSN Store staff member Andy Stewart revealed today on the EU PlayStation blog. "Bad news - I can't announce the offical release date yet, sorry," he said.


Xbox 360 gamers get Jurassic Park as a disc-based release, presumably due to the game's file size hitting Xbox Live Arcade's 2GB limit. It launched in US shops last week on the 15th, although Telltale has yet to announce when it will cross the Atlantic.


Is Jurassic Park's European PSN launch being held up by Microsoft's policy of refusing to publish games released on PSN first, as exposed by Eurogamer earlier this year?


Eurogamer asked Telltale for comment and will update when we hear back.


Dan Whitehead survived Eurogamer's Jurassic Park: The Game review to deal out a disappointing 4/10 score earlier today: "You can hardly blame Telltale for trying something different, given the enormous number of licensed games it's undertaking right now, but Jurassic Park has neither the charm nor ingenuity that the studio is known for," he wrote.

Eurogamer


There are a combined 610 Game and Gamestation shops selling video games across the UK. Do plummeting profits and share prices imply Game is collapsing?


Are we to believe that by November 2012 - a year away - things may be very different for the nation's dominant games outlet?


"No," Game's communications and investor relations director Simon Soffe told Eurogamer today.


"There might be a few less stores open - we're aiming for 550 by the end of 2013 - and I'd imagine there would be more digital cards and more digital products on display in the store, so you'll see those and you'll enjoy them.


"But in terms of the core," he added, "the backbone of the Game we all know and love - of course it's going to be there. That's what we do! And loads and loads of customers love us for doing it, so we're absolutely there."


"What we've got here, if you look back at the video game market over the last 15 years, you just see the market go up and down as new console launch and then mature. It is, in the parlance, a cyclical industry. And that's a situation we're in at the moment: we're towards the end of a particular cycle, in that we haven't had a new hardware launch for a long time.


"Plus, we're in a really deep consumer recession. So the statement last week was simply a statement on the market - it was nothing on our company. And anything you look at about our company tells you we're marching forwards and we're doing lots of exciting things for the first time ever and making sure our stores on the high street are the most connected stores there are, so that customers who are gaming in any number of channels can know that Game is behind them and Game will help them find their gaming wherever they need it."


That statement Game released revealed lowered full-year expectations for money earned. Share prices, which had been tumbling all year, plummeted.


"The key element of last week's announcement," explained Soffe, "was we were saying to the market the consumer isn't as confident, or as flush if you like, as they were last year.


"I don't think any of your readers need to be told that.

"The consumer isn't as confident, or as flush if you like, as they were last year. I don't think any of your readers need to be told that."

Simon Soffe, communications and investor relations director, Game Group


"It's just the state of the economy at the moment, but that is creating some lower expectations this Christmas for us.


Soffe reiterated that the company was "well positioned" to deal with "difficult" market conditions. "We've got banking facilities, we've got regenerating cash, we've got people in our stores, we've got some great plans for Christmas," he added.


He told Eurogamer he wasn't able to comment on stock valuation and share prices. "We never do," he said.


And while Game's shop closures - 37 this year, and a further 60 by the end of 2013 - look ominous on paper, Soffe explained that "in quite a few locations we've got two shops in the same town" - a by-product of Game's 2007 acquisition of Gamestation.


"So sometimes you shut an overlapping store," he said, "but the customers can then transfer. And we've said we're going to lower that number a bit more by the end of 2013. But still that leaves us with 550 stores in the UK, which more than covers all of consumers' needs in terms of being able to get to a local store, both in terms of buying new stuff and, of course, trading stuff in and buying pre-owned."


"When you look at if you're going to close a shop you look at how easy it is for customers to get to the next nearest one. And of course you want it to be as easy as possible."


One area Soffe singled as Game's strength was offering exclusive game 'edition' content, which is "fantastic for our customers and they clearly love that".


One area Game will improve on in 2012 is bonding Game shops with the relaunched Game website.


"All of the benefits of that new website will soon be available in our stores. Now, it takes a while to roll the technology out, but there will be that time when you can walk into a store and say, 'Have you got something from a year ago?' and it doesn't happen to have it because a couple of people bought it before you. Well the guy behind the counter can say, 'Well, I'll have it delivered to either here for you to pick up tomorrow, or we can get it posted to you or your work.'


"It's on trial at the moment," Soffe explained. "It does require quite a lot of technology, so it's on trial at the moment and is going to be rolled out through the stores next year."


In addition to that, Game will focus on offering "a lot more" digital Xbox Live and PlayStation Network content, and do "a lot more" with the Game/Gamestation reward cards.


"It's all about helping [our customers] on their journey to do all the different types of gaming they can do now," Soffe remarked, "because you know it's changing. And Game's got to be at the heart of it.

Eurogamer


Post-apocalyptic survival game I Am Alive launches this winter on PlayStation Network and Xbox Live Arcade. Why not on PC?


For the game's creative director Stanislas Mettra, the reason is simple: PC gamers probably won't buy it, despite their moaning about it not being available.


"We've heard loud and clear that PC gamers are bitching about there being no version for them," Mettra told IncGamers.


"But are these people just making noise just because there's no version or because it's a game they actually want to play? Would they buy it if we made it?"


Ubisoft has had a troubled relationship with PC gamers in recent years. Many of its PC games force players to always be online to work.


Ubisoft game Driver: San Francisco came under fire recently for particularly stringent DRM that required gamers to be online all of the time. Ubisoft later tweaked this so an online sign-in was required once, at game launch; Driver: San Francisco can then be played offline.

PC game piracy, a subject Eurogamer recently investigated, is often blamed when publishers explain their PC-related decisions. Ubisoft has claimed its policy is a success, insisting it has seen "a clear reduction in piracy of our titles which required a persistent online connection".


Mettra said piracy makes porting games to PC financially difficult.


"It's hard because there's so much piracy and so few people are paying for PC games that we have to precisely weigh it up against the cost of making it," he said.


"Perhaps it will only take 12 guys three months to port the game to PC, it's not a massive cost but it's still a cost. If only 50,000 people buy the game then it's not worth it."

Eurogamer


Sega's revival of Dreamcast racer Daytona USA heads up this week's list of downloadable launches on the EU PlayStation Store.


Daytona boasts smoother graphics, a sharper soundtrack and an unwavering 60 frames-per-second, all of which helped Martin wave a 9/10-bearing chequered flag in Eurogamer's Daytona USA review of last month's XBLA version.


PlayStation Plus subscribers are rewarded with a 30 per cent off the price of Daytona and 20 per cent discount off 2007's Call of Duty 4: Modern Warfare, which launches as a download this week for £19.99 for everyone else.


This week's colourful platformer Rayman Origins is also available, priced £47.99.


Namco rummages through its back catalogue to launch its Heritage Bundle, containing PS1 titles Tekken and Ridge Racer Type 4 for £5.49.


You can also pay £5.49 to play as Robin in Batman: Arkham City, or £1.59 to get your hands on Pussy Galore in Goldeneye 007 Reloaded.


There's also a healthy set of sale items, including excellent RPG Might and Magic Clash of Heroes HD and enchanting Beyond Good and Evil HD, both half price.


Once again there is no sign of the continually delayed Mortal Kombat Arcade Kollection, while Telltale's Jurassic Park: The Game also appears to have missed its planned release date.


The full list of launches lies below, courtesy of the EU PlayStation blog.

PlayStation Plus Discounts - until 30/11/11

  • Who Want To Be A Millionaire - 50% off
  • Call Of Duty 4: Modern Warfare - 20% off
  • Daytona USA - 30% off (until 7/12/11)

PS3 Offers

  • Rochard (Was £7.99/€9.99 - Now £6.29/€7.99)
  • Sideway New York (Was £7.99/€9.99 - Now £6.29/€7.99)
  • Lara Croft Guardian of Light (Was £9.99/€12.99 - Now £5.10/€6.49)
  • Hoard (Was £7.99/€9.99 - Now £3.99/€4.99)
  • BloodRayne: Betrayal (Was £9.99/€12.99 - Now £7.99/€9.99)
  • Outland (Was £7.99/€9.99 - Now £3.99/€4.99)
  • Might and Magic Clash of Heroes (Was £11.99/€14.99 - Now £6.29/€7.99)
  • Beyond Good & Evil HD (Was £7.99/€9.99 - Now £3.99/€4.99)
  • Rocket Knight (Was £9.99/€12.99 - £5.10/€6.49)
Eurogamer


The promised Mortal Kombat Arcade Kollection patch is due out around Tuesday 6th December, Ed Boon has said.


The game was blighted by performance issues that made it unplayable for some online. A patch was promised in early September. It looks like it will arrive three months later.


What's taken so long? "Testing, submitting & approvals is a LONG process," Boon Tweeted.


"We have been made aware of the issues with the Mortal Kombat Arcade Kollection and are currently working on a patch to address them for all systems," Warner told Eurogamer in October.


"Our goal is to ensure the best gaming experience possible for anyone playing a Mortal Kombat game and aim to get things fixed asap. Please stay tuned for updates on when a patch will be released."


The downloadable fighter launched on PlayStation Network and Xbox Live Arcade on 31st August in the US.


In Europe it launched on Xbox only - and remains absent from the European PlayStation Store.


In October Sony's Andy Stewart blamed the game's failure to launch in Europe on PS3 on a "technical issue".


That might have meant Sony Computer Entertainment Europe, which acts independently from other SCE regions, decided the game wasn't up to scratch during the certification process.


MKAK is the first time the original Mortal Kombat arcade trilogy has been re-released in one package. Fighting fans get 2D classics Mortal Kombat, Mortal Kombat 2 and Ultimate Mortal Kombat 3 in one bundle.


It was developed by Other Ocean in conjunction with main Mortal Kombat maker NetherRealm Studios.

Eurogamer


UK video game mega-chain Game Group is worth 90 per cent less today than a year ago.


Game's shares today cost around 6 pence. A year ago, they cost around 71 pence.


Multiply share price by share volume to calculate a company's market capitalisation.


Today, Game's market capitalisation is £22.58 million. A year ago, that number was £261.46 million (assuming there were the same number of shares available).


In the year ending 31st Jan 2009, Game made a record pre-tax profit of £117 million. In 2010, that number was £84.21 million. In 2011, that number was £23.10 million.


Half-way through 2011, that number was minus £51.47 million. The full-year forecast is a pre-tax loss of £0.06 million.


Last week, Game lowered its revenue (money made from overall sales) forecast for the full year, blaming "extraordinary" economic times.


Whichever way you plot those numbers, the graph slopes sharply downwards.


Game's current RiskGrade is 914, which makes it "highly risky".


But there are some points worth considering. The general economy isn't in great shape, to say the least. And the video game market - money made across all UK shops, presumably - is down around 12 per cent on last year.


What's more, supermarkets continue to undercut specialist video game stores, and online the competition is fierce.


It's worth also remembering that while Game's share price is low, it still employs over 10,000 staff in over 1300 outlets, and turns over more than £1 billion each year.

Game also now sells Xbox Live and PlayStation Network digital content - initiatives it trialled and then rolled out this year. Game also tried something new with its inaugural Gamefest game show this year, in Birmingham.

Game remains the favoured launch partner for huge games such as Battlefield 3 and Modern Warfare 3, too.

Nov 23, 2011
Eurogamer


After three years of silence, I Am Alive feels as much a statement as a title. The tale behind its development threatens to overshadow the game itself, and it's as packed with enigmas, dead-ends and abandoned ruins as the story that's within.


French outfit Darkworks, creator of Cold Fear, Alone in the Dark: The New Nightmare and other anonymous classics, were the team originally in charge when the CG trailer first emerged, though there's doubt that the game ever got beyond the concept phase - and whatever the case, when the project limped towards Ubisoft Shanghai some two years later, work was started anew.


The loose post-apocalyptic premise set out by the original trailer remains, though it's now been bent to Ubisoft Shanghai's own ends. Twelve months on from an inexplicable and unexplained catastrophe known only as The Event, the world has collapsed into rubble and dust. Our unnamed hero finds himself at the end of a yearlong trek across the width of the country to his hometown of Haverton, in pursuit of the wife and child he still optimistically believes are alive somewhere in the chaos.


It's a glib yet somewhat believable world that I Am Alive inhabits, and tonally it strives to conjure Cormac McCarthy's The Road rather than any of the more gauche dystopias that inform other digital apocalypses. The environment is oppressively grey, but it's an enforced monochrome aesthetic that's not without its own little muted beauty.


Stark white light beams peek through dark steel girders, and a thick layer of dust sits atop everything. The twisted metal and tumbled concrete makes for a strangely coherent architecture, and combined with its bleached lighting it's a setting that's more reminiscent of the otherworldliness of Ico's castle than Fallout's Wastelands, with a tangible melancholy hanging in the air.


There's a debt to Team Ico's second game in its traversal too, though I Am Alive is smart enough to build upon the mechanics introduced by Shadow of the Colossus. Scaling the environment depletes a stamina gauge, with long leaps biting out a bigger chunk still. When it's running dry you'll have to rapidly tap the right trigger in a desperate attempt to cling on.


The urgency with which I Am Alive's stamina bar shrinks introduces a strategic layer to its traversal - getting from point to point becomes a game of careful planning and resource management, seeking out ledges to stand upon and recoup some energy. Climbing pitons form part of your arsenal, allowing you to create small safe-holds to punctuate the energy-sapping escapades across building facades. You're as nimble as Nathan Drake when on the move, but such restrictions mean you're more human too.


It's a novel way to tear the traversal away from rails, and with the number of pitons limited the survival horror staple of inventory management has been neatly worked in. There's a welcome freedom here as well, with branching paths when scaling buildings ensuring there's an element of exploration that's absent in other like-minded games.


Elsewhere, the survival horror influence is more explicit, though it's often subverted just as smartly. A thick dust shrouds certain parts of Haverton, sipping away at your stamina while diminishing visibility, leading you to rely on your map to navigate. Sometimes the only escape is heading upwards, scaling a nearby building you rising you up and out of the dense yellow fug.

Nov 23, 2011
Eurogamer


Respected UK PC retailer Easy PC has gone bust, leaving some customers out of pocket.


The Barnsley-based, two-person company ceased trading yesterday and has begun the process of going into liquidation.


Owner and Managing Director Martin Weston told Eurogamer those who have paid for goods with a card will get their money back - all they have to do is contact their bank or PayPal.


PayPal will then start a claim with Easy PC, which requires the company to show proof that it is in liquidation. That should then trigger a refund.


Eurogamer reader Toeragus is one customer affected. He was notified of the closure by Easy PC over the phone after spending thousands on a high end rig.


For legal reasons Easy PC is unable to say what it will do for those who did not pay with a card, but said this applies to fewer than seven people.


"But because of the type of company we are, we do feel a level of personal responsibility," Weston said.


"Legally there is no entitlement to them and there's no responsibility for us to pay them back unfortunately, but that doesn't sit well with us, so we are looking at ways to remedy that."


Weston said Easy PC was "killed" by the recent floods in Thailand. "It left us with a build list of orders where we lost money on all the systems we made in October and the start of November. We shipped out 40 to 45 systems all at a loss.


"Since then, with the price increases to match how much the hard-drives are currently costing, the sales have gone to less than 10 per cent of what they were last year. Our margins have been too small."

...