<![CDATA[Kotaku: apb]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: apb]]> http://kotaku.com/tag/apb http://kotaku.com/tag/apb <![CDATA[ APB Says Timing Wasn't Right For E3, Launches Facebook Page ]]> Realtime Worlds free-ranging, open-world crime MMO All Points Bulletin is shaping up nicely, Realtime Worlds tells us today in an email.

The games testing has "advanced to a very exciting stage internally" and the developers are preparing the initial steps for beta. What's that mean? Why Realtime is opening a Facebook page of course, what else? The Register Your Interest sign up page will let you sign up for email updates, not the beta, but in theory that will be coming down the line sometime too.

So if the game is moving along so swimmingly, why no appearance at E3 this year?

Tony Harman, president of Realtime Worlds, has the spin. Hint, it involves $50 million.

“This year we would have had an exciting presence with APB at E3 if we had continued with Webzen as our publisher. But, given that we re-acquired the rights to APB just this spring and closed a very large fundraising round ($50,000,000) to secure APB’s future, the timing just wasn’t right to attend E3. RTW is very excited with APB’s progress and we have used our fundraising as a means to invest even more heavily in the APB development team. RTW hopes to release more information later this year with regards to game play details and beta plans.”

All Points Bulletin Facebook

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Wed, 13 Aug 2008 12:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5036505&view=rss&microfeed=true
<![CDATA[ Crackdown 2? It Could Happen ]]> Crackdown fans, all hope is not lost. You do have a reason to get out of bed, clear the room of Taco Bell wrappers, put on a smile and face the world. Crackdown 2? It could still happen, says Colin Macdonald of Realtime Worlds. Sure, the team is neck deep in APB development — which looks completely awesome — but, should the stars align, high jumping supercops may be in your future.

Calling the choice to not immediately begin work on a sequel "a horrible, horrible decision that we still dwell on," Macdonald tells VG247 that "I don’t think the door’s closed" on a sequel. Sounds like RTW is still willing, and able, to take another crack at Crackdown, should Microsoft call upon them. And they may, one day.

Crackdown 2: “The door’s not closed,” says Realtime Worlds [VG247]

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Thu, 07 Aug 2008 15:40:56 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5034496&view=rss&microfeed=true
<![CDATA[ Realtime Worlds Expects M Rating For APB ]]> After Realtime Worlds' appetite-whetting unveiling of its upcoming cops-n'-jerkbags MMO APB (All Points Bulletin), it'd be a little disappointing if it turned out that all we were being promised was sanitized "comic mischief." But no — Realtime Worlds fully expects to earn its M rating.

Realtime Worlds president Tony Harman (who recently told us why we didn't see APB at E3) had a chat with Gamespot:

Realtime Worlds president Tony Harmon told GameSpot today that he's expecting his modern-day cops-and-robbers game APB to land an M from the Entertainment Software Rating Board. Though the game has no release date yet, the developer is planning to submit it to the ratings process next year.

The concept art in this post is cool, huh? Move over, six-fingered Lollipop Girl?

APB gunning for an M [Gamespot]

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Fri, 25 Jul 2008 20:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5029344&view=rss&microfeed=true
<![CDATA[ APB Full Public Beta Coming, New Art Here ]]>

We haven't heard a word from Real Time Worlds since they blew our collective minds during a talk at this year's Game Developers Conference. Recently hired Community Relations Manager Chris Dye just dropped us a line to let us know that's about to change.

Dye is tasked with the walk in the park job of building interest in the upcoming Grand Theft Auto-esque massively multiplayer online game.

“APB is at an extremely exciting and important stage, and we can now begin the process of introducing to the gaming community the various aspects of what will make up this genre defining MMO”, commented Chris.

Mario Rizzo, Business Development Manager added “This appointment signals the start of a new phase for APB where we can interact more fluidly with both gaming sites, and our potential future player base. This is an important milestone for the game now that we are transitioning into Alpha and moving towards the full public beta of APB.”

I know that a beta for an MMO is almost a necessity, but that doesn't make me any less excited.

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Tue, 10 Jun 2008 08:00:13 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5014939&view=rss&microfeed=true
<![CDATA[ Crackdown Creators Bought Their MMO Back Just To Sell It To Rockstar? ]]> Put these pieces together. Realtime Worlds made Crackdown. Realtime Worlds are now at work on an MMO called APB, which is not entirely dissimilar to Grand Theft Auto. Realtime Worlds were founded by David Jones, who created Lemmings. Oh, and Grand Theft Auto. Last month, Realtime Worlds bought back the rights to APB from Korean company Webzen, who were originally scheduled to publish the game. Why the buyback? Eurogamer are reporting that, according to "a credible industry source", it was so they could turn around and sell the game to Rockstar, who could then rebadge it as a GTA MMO. Realtime are keeping quiet on the rumours, saying only that they bought back the rights to their game to "give themselves some options".

Realtime downplays GTA Online talk [Eurogamer]

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Thu, 08 May 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=388768&view=rss&microfeed=true
<![CDATA[ Crackdown Devs Wrest Control Of APB From The Koreans ]]> And by "the Koreans" we mean the fine folks at publishing outfit Webzen, which until now was the planned publisher of Realtime Worlds' cops and robbers MMO APB, planned for a PC (and possible PlayStation 3 and almost definite Xbox 360) release. You may recall that the Crackdown developer was on the receiving end of a $50 million cash infusion, the majority of it we assume was spent on frozen haggis, but which some was surely earmarked to get the game out of hock from the Korean distributor.

Realtime Worlds now holds distribution rights to APB—which, by the way, looked nothing short of fabulous at GDC—which founder David Jones says "can ensure that gamers around the globe experience the revolutionary gameplay we envisioned." Jones also spoke of a "having direct, personal relationships with our players" due to the change. We can only presume that the Scottish method of microtransacting does not necessarily jibe with the Korean style, but we hope that whatever the reason, the game will be better for it. Press release follows.

Realtime Worlds Regains Global Distribution Rights to Ground-Breaking Online Game APB Following Second Round Funding

BOULDER, Colo. & DUNDEE, Scotland—(BUSINESS WIRE)—Realtime Worlds, Inc., a leading independent video game developer, today announced that it has regained the global distribution rights to All Points Bulletin (APB), the highly-anticipated urban-themed massively multiplayer online game (MMOG) under development in the company's Dundee studio. The move follows Realtime Worlds' recent US$50 million second round funding and provides the company with the independence to push creative boundaries in the development of the game and to take a more active role in managing APB's global distribution strategy.

"Owning the distribution rights to APB marks a major milestone in Realtime Worlds' evolution into a premier online entertainment company," said David Jones, founder and CEO, Realtime Worlds. "By controlling the rights to APB we can ensure that gamers around the globe experience the revolutionary gameplay we envisioned when we first began creating the property. We are excited about the prospect of having direct, personal relationships with our players, which is a dream come true for many development studios."

APB is an original MMOG for the PC platform featuring an immersive urban-based community where players choose between playing the criminals or those out to catch the criminals. Players will carry out or thwart opposed crimes and build up areas of the city they control, all with unprecedented levels of character and vehicle customization.

Realtime Worlds regained the global distribution rights to APB from leading Korean online entertainment company Webzen, Inc., which originally partnered with Realtime Worlds in 2005.

About Realtime Worlds

Founded in 2002 by CEO and Creative Director David Jones alongside gaming industry veterans Ian Hetherington and Tony Harman, Realtime Worlds is one of the largest and most successful independent game developers in the world. With an exceptionally talented staff of more than 200, the company's experienced teams have a tremendous history of creating some of the world's bestselling video games, including the global hit franchises "Lemmings" and "Grand Theft Auto."

In an exclusive partnership with Microsoft Game Studios, Realtime Worlds launched its first title, Crackdown, on Xbox 360 in early 2007. The debut game broke records for demo downloads, sold approximately 1.4 million copies, and won multiple awards including prestigious BAFTA and Develop Industry Excellence awards.

With corporate headquarters in Boulder, Colo. and a development studio in Dundee, Scotland, Realtime Worlds is currently working on All Points Bulletin, a massively multiplayer online game in the urban action genre.

For more information on Realtime Worlds, visit www.realtimeworlds.com

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Mon, 21 Apr 2008 16:20:55 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=382330&view=rss&microfeed=true
<![CDATA[ Realtime Worlds Seriously Considering APB For PS3 ]]> Realtime Worlds' Grand Theft Autoesque MMO APB (All Points Bulletin) has already been announced to be in development for both the Xbox 360 and PC. But with $50 million in their pocket, Realtime Worlds is considering all of their options. And that includes Sony's PlayStation 3. Studio Manager Colin MacDonald explained:

Yes, we'll be looking seriously at [APB on PS3], but that doesn't mean it's going ahead, and it doesn't mean it's not going ahead.
Yes, but does it mean that it's not not going ahead? That's all we want to know!

Realtime Worlds coy on APB for the PS3
[GamesIndustry] ]]>
Wed, 16 Apr 2008 14:30:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=380590&view=rss&microfeed=true
<![CDATA[ Crackdown Devs Handed $50 Million ]]> apb.jpg Crackdown devs Realtime Worlds - founded by GTA series creator David Jones - have secured for themselves a spot of funding for their promising-looking MMO shooter APB (and potentially other projects). Like, $50 million in funding. Nice. It's rare that console games receive venture capital, even multiplayer ones, so it looks like somebody over at Realtime's doing a good job of selling the game.
Montgomery & Co. Raises $50 Million For Realtime Worlds [TechCrunch, via VentureBeat]

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Mon, 31 Mar 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=373871&view=rss&microfeed=true
<![CDATA[ APB's Geek Squad: Miyamoto, Molyneux, Spector & Garriot ]]> During Dave Jones' GDC session, essentially a reveal of Realtime Worlds' online game APB, he touted the game's character customization tools. After generating a handful of characters you certainly wouldn't want looking after your kids, he showed off APB's ability to recreate real-life characters. Namely, Jones showed digital versions of developers Shigeru Miyamoto, Peter Molyneux, Warren Spector and Richard Garriott that were made in the character editor.

While the above pic may not be of the best quality, we got a few individuals snaps that are much better looking. They're behind the jump, front page visitors, because I'm pretty sure that pic of a pants-less Miyamoto is not safe for work.

Seriously, man. Put some khakis on!

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Sat, 23 Feb 2008 00:30:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=359647&view=rss&microfeed=true
<![CDATA[ First APB Vids ]]>
After Mike brought us our first real info and shots of Realtime World's upcoming MMO APB, we've now got the first footage of the game in action. Looks like a nice break from - and alternative for those not interested in - the orcs-n-loot status quo. Above is some cops-n-robbers action, while after the click's a walkthrough of the character customization utility.

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Fri, 22 Feb 2008 22:30:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=359877&view=rss&microfeed=true
<![CDATA[ Crackdown Team Debuts APB, The Counter-Strike of MMOs ]]> Dave Jones of Realtime Worlds wowed GDC audiences this week with his presentation "My First MMO", debuting the successor to the award winning Crackdown known as APB. APB, Jones explained, is a massively multiplayer online game without the grind, one that draws inspiration from Counter-Strike more than it does from Ultima Online, EverQuest or World of Warcraft. Why Counter-Strike? "There's no persistence, no progression, no customization, its just damn fun," Jones said.

APB does have persistence and progression, if done a bit non-traditionally. But customization is one feature that APB has in spades.

apb_clothing.jpg

Jones kicked off the early look at APB with a preview of character customization. One of the design goals for APB was to "let the player make their own action figure", putting character generation in the hands of the user and giving them the ability to make their avatars look totally unique. While deep character customization has become a staple of the MMO, APB's version may feature the broadest set of tools yet.

Jones walked us through a sped up version of the creation process, outfitting his avatar with unique identifiers—facials scars, veins, freckles, tattoos, realistic looking hair, a massive wardrobe. Using a system that might look familiar to serious Forza Motorsport 2 players, APB looks to one-up what Turn 10 Studios has done, with a decal system that has some stunning customization chops. Not only can users manipulate primitive vector shapes, they can apply shaders, textures and pre-made hi-res images to their designs, making for extremely realistic decals. These decals can be applied to anything the player wears, even to his skin, with a realistic tattoo look applied to the player generated content.

apb_tattoos.jpg

Clothing is also fully customizable, with attention paid to fit, layering and even things like tucking or untucking one's shirt.

That unique identity extends not just to your own character, but to your clan and your car as well. Car customization works just like avatar customization, so the decals a player has emblazoned on his jacket can also be applied to your ride.

Jones showed footage from the game, featuring characters fresh to the world—one thug was on an early mission, stealing a TV set in the default noob outfit of white t-shirt and jeans—and characters who were longtime APB vets. The MMO features "dynamic matchmaking" as Jones called it, essentially setting up player versus player missions on the fly. A three-player group of Gangsters were tasked with scoring some loot, then driving it to a safe point to complete their mission, a standard Grand Theft Auto-style mission set up. The moment the Gangsters crossed the line and broke the law, an APB was sent out to the game's Enforcers, the cops to their robbers.

apb_gameplay.jpg

What followed was essentially the MMO version of a Counter-Strike round, with players either driving their respective vehicles or engaging in a third-person firefight. The pair of Enforcers, two player pairs, responding to the all points bulletin eventually tracked down the bad guys, blocking them into an alleyway.

Jones said that these dynamic matchmaking battles in APB wouldn't necessarily pit players of the same level against each other. He showed a clip of a group of new players, with just a single pistol between the four of them, being matched with a very high level Enforcer. He quickly took them down, but not before destroying their low level car with a rocket launcher. Who doesn't like rocket launchers?

What we saw of APB was really exciting stuff. The team looks like they may have something special that appeals to gamers who would traditionally scoff and MMOs, but something that isn't just Crackdown Online or EverQuest In The Bad Part Of Town.

The final feature that Jones showed, was APB's ability to generate great machinima. With a group of wildly customized characters that looked like Cloud and Barret from Final Fantasy VII taking on a Cactuar and something impish, but not immediately recognizable to this FF noob. A turn based battle ensued, which quickly ended when "Cloud" summoned a decked out flaming car, done, of course, to hilarious effect.

We have dozens of screens of the game in motion at GDC, including the mock Final Fantasy VII cinema, in the gallery below. Be sure to check them out.

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Fri, 22 Feb 2008 13:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=359643&view=rss&microfeed=true
<![CDATA[ Real Time Worlds Says "No" To Crackdown Sequel ]]> crackdown_sequel_nixed.jpgLove Crackdown? I assume a good portion of the 1.5 million of you who bought it did—and not just for the Halo 3 beta key contained within. If you're a big Crackdown fan, you'll have to wait a long time for the sequel, as developer Real Time Worlds says they aren't working on it. Why? According to Develop Mag's report, producer Phil Wilson said that "Microsoft were a little late in stepping up to the plate to ask for Crackdown 2, and by then we had already started working on bigger, better things."

That bigger and better thing is most likely Real Time Worlds' cops and robbers MMO APB which is definitely not a remake of Atari arcade game of the same name (sadly). The Scottish developer also has something else up its sleeve, due to hit unspecified platforms in 2009.

Despite a rocky development cycle that went overbudget and a "poor image pre-release", it seems that Crackdown was definitely a success. So why no sequel, Microsoft?

Realtime Worlds chats about Crackdown creation challenges [Develop Mag]

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Thu, 06 Sep 2007 16:20:06 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=297264&view=rss&microfeed=true