<![CDATA[Kotaku: Entertainment]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Entertainment]]> http://kotaku.com/tag/entertainment http://kotaku.com/tag/entertainment <![CDATA[ Line Rider Brings Web Downloads to DS and Wii ]]> I was delighted in 2006 when I heard that Line Rider was picked up by a developer and headed to the DS. And almost immediately that short rush of excitement, I was perplexed.

How was anyone going to take such an open, simple design and turn it into a traditional game without totally screwing it up.

Turns out I wasn't the only one worrying about that.

"We knew (Line Rider) was a good platform," said Chris Keenan, producer of Line Rider 2: Unbound for InXile Entertainment.. "We knew there was something we could make a game out of, but we didn't just want to abandon what everyone had been playing around with."

The developers knew they would have to include a freestyle mode in the, but they also wanted to beef up the title by creating both a puzzle mode and a story mode.

"The great thing about Line Rider is its elegant simplicity," Keenan said. "We knew there was so much we could do to it, but we didn't want to ruin it by making it too complex."

So the development called on game creator and Slovenian university student Boštjan Čadež to help with the concept work.

"He came out for about a month and a half," Keenan said. "We put him up across the street and have him come over every day. He and our lead engineer here, started playing around with the next update of the flash version.

"After they did that we sat down and bounced around ideas like game design stuff and what we wanted to feature in the new games."

Chief among the features the team wanted to include in the new game was the ability to capture video and share it.

"The PC build has video capture built into it," he said. "You just push a button and it spits out an AVI."

Of course the story mode was another big feature the game included.

In this mode instead of being able to draw lines wherever you want, you play through an existing course that has chunks missing. The missing areas are located in green regions on the screen. Players have to draw their own lines in those green regions to allow their rider to finish the course while hitting targets and collect tokens.

To help create these pre-made courses, InXile called on TechDawg, a gamer considered to be the best Line Rider artist around.

"I started watching these videos come out on YouTube and called up TechDawg," Keenan said. "We had him come here to help us with course design. He amazingly has really good design sense. He flew out for about three weeks and sat down and went over game design ideas and tried to figure out what we wanted out of story mode maps."

While adding new modes to the game to give Line Rider 2 more depth was a challenge, an even greater challenge for the team was figuring out how to bring the game over to the Wii and DS.

"The differences with the Wii are basically in the user interface," Keenan said. "When you go into a console version they want more screen real estate. We have collapsible menus, but other than that they are very, very similar."

Playing around with the DS version of the game, I was astounded at how well Line Rider translates onto the screen. Creating and editing course lines are a breeze and in freemode you can have your character riding your lines as you create them. You can also drop clip art into freemode tracks and even create invisible "trick triggers." When your rider slides through one of these triggers they pull off one of pre-created tricks.

The story mode, which I initially thought was going to be the game's weakest link, quickly sunk its hooks into me. In this mode you have to figure out how to complete an existing course by drawing one of three types of lines: standards, one that speeds you up or one that slows you down. In this mode, after you draw a line it creates a number of handles along the line that you can use to shape it by dragging them around.

To complete a level you need to run over all of the targets, but there are also tokens which can be collected for bonus points. Getting those tokens, though, often mean having to travel a much more difficult path, one that often involves multiple loops, drops and tricks.

While I didn't have time with the Wii version of the game, the developers told me they spent about a month working on the controller trying to finesse more precision out of it.

The team said the game won't support Motion Plus, but that they'd love to have a chance to use the Wii's new feature.

While I was taken aback by how well the game translates to the DS, I was even more surprised to hear the developer's plans for DS and Wii track sharing. The team knew early on just how important the ability to share and show off your tracks was to the game. And doing that for the PC version was a no brainer. But it wasn't as easy a task for the Wii and DS versions.

But the team were able to get Nintendo approval to allow them to have their DS and Wii versions of the game sync up with a special website where players will be able to download and upload approved courses. That means that if you have either title you will be able to download gamer created courses directly to your console or handheld.

On both versions the game gives you a code that you need to enter on the Line Rider website. Once you create a login on the website and enter your code you can sync up your DS or Wii with the page.

Using this system you can upload or download any tracks from your personal page.

On the webpage you can manage your tracks, adding them to the public database. You can also flip through tabs which separate the tracks by platform.

After the game launches the team hopes to roll out a system that will allow gamers to rate each other's tracks. Those ratings, they hope, will then affect a person's score. The idea is that those gamers who create better tracks will earn high scores for themselves and gain a reputation.

And player creations won't be limited to straightforward tracks, players will also be able to create and share puzzles.

Keenan said that the game may even support downloadable content for the Wii down the line, allowing them to release new puzzles, tracks and clip art through the Wii's store.

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Thu, 28 Aug 2008 13:00:10 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5043166&view=rss&microfeed=true
<![CDATA[ ESA Cheers For Pirates' Prison Sentences ]]> The Entertainment Software Association issued a press release today that for once wasn't scolding a U.S. state for pursuing unconstitutional game legislation. Instead, they take a moment to applaud the sentencing of two convicted software pirates - Kevin Fuchs of New York and Kifah Maswadi of Florida, both of whom received prison terms for their efforts at taking away money from hardworking developers and publishers.
“We commend the U.S. Department of Justice Criminal Division’s Computer Crime and Intellectual Property Section, the U.S. Attorney’s Offices for the Western District of North Carolina and the Eastern District of Virginia and the Federal Bureau of Investigation for their work in bringing these criminals to justice,” said Michael D. Gallagher, CEO of the ESA... “These decisions illustrate, once again, that game piracy will not be tolerated and the extent at which these criminals will be prosecuted. The ESA and its members will continue to support law enforcement’s efforts to protect the intellectual property of our industry.”

It's just another friendly way of saying don't f*** with the ESA.

ESA APPLAUDS PRISON SENTENCES FOR NEW YORK AND FLORIDA GAME PIRATES

August 28, 2008 – Washington, DC – The Entertainment Software Association today applauded the recent sentencings of two convicted pirates to significant prison time. These rulings send a clear message that intellectual property theft and game piracy are serious offenses. On August 20, 2008, U.S. District Judge Frank D. Whitney in the Western District of North Carolina sentenced Kevin Fuchs of West Amherst, NY, to eight months in prison, to be followed by eight months of home confinement during two years of court supervision. On August 15, 2008, U.S. District Judge T.S. Ellis III in the Eastern District of Virginia sentenced Kifah Maswadi of Oakland, FL, to fifteen months in prison, followed by three years’ supervised release and fifty hours of community service. Maswadi was also ordered to pay $415,900 in restitution.

“We commend the U.S. Department of Justice Criminal Division’s Computer Crime and Intellectual Property Section, the U.S. Attorney’s Offices for the Western District of North Carolina and the Eastern District of Virginia and the Federal Bureau of Investigation for their work in bringing these criminals to justice,” said Michael D. Gallagher, CEO of the ESA, the trade group representing U.S. computer and video game publishers. “These decisions illustrate, once again, that game piracy will not be tolerated and the extent at which these criminals will be prosecuted. The ESA and its members will continue to support law enforcement’s efforts to protect the intellectual property of our industry.”

On January 3, 2007, Fuchs plead guilty to conspiring to reproduce and distribute copyrighted works, including entertainment software. Fuchs played a key role in the “warez scene” where he was a “supplier,” whose role was to obtain pre-release copies of copyrighted software, and a “tester” who checked the functionality of pirated software after the copy protection was removed or bypassed by other warez scene members. This case was part of Operations Fastlink and Site Down, two of the largest piracy investigations conducted by the Federal Bureau of Investigation and the Department of Justice. The operations targeted “warez groups,” which illegally distribute copyrighted movies, games, software and movies online.

The Federal Bureau of Investigation field office in Charlotte, NC, handled the investigation of defendant Fuch’s activities. Trial Attorneys Richard D. Green and John Zacharia of the U.S. Department of Justice Criminal Division’s Computer Crime and Intellectual Property Section, Assistant U.S. Attorney Eric Klumb, along with Assistant U.S. Attorney Corey Ellis of the Western District of North Carolina, handled the prosecution.

The Fuchs sentencing comes on the heels of a fifteen month sentence imposed on a Florida game pirate. On June 3, 2008, Kifah Maswadi pleaded guilty to one count of criminal copyright infringement. He admitted to selling “Power Players,” which are game systems that connect directly to a television and were pre-loaded with at least 76 pirated copies of video games. From 2006 to 2007, Maswadi sold these game systems containing illegal copies of games via the Internet and earned more than $390,000 through this illegal activity. Maswadi was facing up to three years in prison but received a reduced sentence for cooperating with the government.

The Federal Bureau of Investigation field offices in Washington, DC, Tampa, FL, and Jacksonville, FL, handled the investigation of defendant Maswadi’s activities. Assistant U.S. Attorney Jay V. Prabhu and Trial Attorney Tyler G. Newby of the U.S. Department of Justice Criminal Division’s Computer Crime and Intellectual Property Section handled the prosecution.

The Entertainment Software Association is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, owning the E3 Media & Business Summit, business and consumer research, federal and state government relations, First Amendment and intellectual property protection efforts. For more information, please visit www.theESA.com.

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Thu, 28 Aug 2008 12:30:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5043123&view=rss&microfeed=true
<![CDATA[ ECA Expands Into Canada ]]> In a move I would like to think was spurred on by my startling revelation about the giant ice spider threat yesterday, the Entertainment Consumers Association has announced that they ware opening up memberships to Canadian members. The consumer advocacy organization, which already provides numerous opportunities and benefits to its U.S. members, will soon unveil plans targeted specifically towards consumers based north of the American arctic arachnid defense grid.
“With a thriving gaming community already present and growing in Canada, we are proud to extend the opportunities and benefits that our U.S. ECA members have been enjoying over the years,” said Hal Halpin, president of the ECA. “Canada is an important area of growth for us and we are excited to welcome Canadian gamers who are interested in community and any issues that affect gamers.”

Interested Canadians can head over to the official ECA website to sign up for membership. Good luck and god speed, brave neighbors to the north.

The Entertainment Consumers Association (ECA) Crosses the Border and Expands Into Canada
Non Profit Organization Opens up Membership Opportunities to Benefit Canadian Gamers

WILTON, Conn.—(BUSINESS WIRE)—The Entertainment Consumers Association (ECA), the non-profit organization that represents video game enthusiasts, today announced they have begun offering membership opportunities to gamers and consumers who reside in Canada. Canadians who sign up to become ECA members can now take advantage of a host of discounts and benefits and will be immediately plugged into an extremely active social network of gamers that want to give their passion a voice.

“With a thriving gaming community already present and growing in Canada, we are proud to extend the opportunities and benefits that our U.S. ECA members have been enjoying over the years,” said Hal Halpin, president of the ECA. “Canada is an important area of growth for us and we are excited to welcome Canadian gamers who are interested in community and any issues that affect gamers.”

The ECA will soon be unveiling a host of unique benefits and programs that will be specifically targeted towards Canadian consumers. Canadian chapter organizations are already underway in local gaming communities and these newly-formed networks will continue to grow and offer a great way for videogame players to stay informed and connect with like-minded ECA members in their area.

For more information on the ECA or to take action and sign up for membership, please visit: www.theeca.com.

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Thu, 28 Aug 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5042931&view=rss&microfeed=true
<![CDATA[ Meteos Wars Coming to Xbox LIVE Arcade ]]> Q Entertainment brings word that Metoes Wars is coming to Xbox LIVE Arcade this fall. The game will feature over 20 different planets — each having its own alien race, Meteos blocks and unique gravity as well as visual and audio style. There will be various single player modes (Mission Mode, Attack Mode, Vs. Mode), and there'll be LIVE multiplayer, too. What else, the game has four "Planet Impact" special attacks: Armageddon, Gambit, Sentinel and Tempest. And there's even accessories you can collect for your alien. And who doesn't like an alien with accessories? Game is priced at 800 MSP and out this October.

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Wed, 27 Aug 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5042807&view=rss&microfeed=true
<![CDATA[ Play Games, Win Prizes, Support Future Developers ]]> Proceeds from the Level Up Charity Games competition at the upcoming Austin Game Developers Conference next month will go toward the ESA Foundation, the Entertainment Software Association announced today.

“The ESA Foundation is committed to helping improve the lives of young people,” said Jenny Lai, Vice President of the ESA Foundation. “The proceeds of this event will allow us to give back even more and enable students from across the country to pursue studies in computer and video game development and design.”

The competition will pit gamers in a collection of single-elimination events featuring Rock Band 2, Madden 08, I-Play Bowling and Super Smash Bros. The event's $20 entry fee will go toward the ESA Foundation Scholarship Program.

The program assists women and minority students continuing their education in video game development, including those studying graphic design, computer science, animation, programming, digital entertainment or software engineering. The Foundation’s scholarships are awarded annually to full-time students at accredited four-year colleges and universities.

The competition will run from 6 to 10 p.m. on Wednesday, Sept. 17 in the ballroom of the Four Seasons Hotel Austin.

Prizes for the event include cash, video games, t-shirts, caps, gaming accessories, video game collectibles and 3D art which will be awarded to the first and second place winners for each game title, plus two grand prize winners for overall score, excellence and sportsmanship.

LEVEL UP CHARITY GAMES COMPETITION TO BENEFIT THE ESA Foundation

Austin Event Will Support Foundation’s Scholarship Program for Future Video Game Developers

WASHINGTON, D.C. – The ESA Foundation will be the beneficiary of the upcoming Level Up Charity Games competition in Austin, Texas, the charitable organization announced today. Proceeds from the September 17 event will support the ESA Foundation’s Scholarship Program, which provides tuition assistance to women and minority students studying video game subjects.

“The ESA Foundation is committed to helping improve the lives of young people,” said Jenny Lai, Vice President of the ESA Foundation. “The proceeds of this event will allow us to give back even more and enable students from across the country to pursue studies in computer and video game development and design.”

Hosted by game industry partner GameRecruiter, the Level Up Charity Games competition will take place during the Austin Game Developers Conference at the Four Seasons Hotel Austin. The event is open to gamers of all ages and types and the competition will feature four popular game titles: Rock Band 2, Madden 08, I-Play Bowling and Super Smash Bros. Brawl.

The event’s $20 per competitor entry fee will benefit the ESA Foundation Scholarship Program. The program assists women and minority students continuing their education in video game development, including those studying graphic design, computer science, animation, programming, digital entertainment or software engineering. The Foundation’s scholarships are awarded annually to full-time students at accredited four-year colleges and universities.

"We have a long-standing commitment to supporting the educational needs of minority and female students who are interested in being part of the video game industry,” said Marc Mencher, CEO of GameRecruiter. “By providing this support to the ESA Foundation’s Scholarship Program, we hope to allow deserving individuals to further their education and expand workplace diversity within our industry.”

The Level Up Charity Games are scheduled from 6 to 10 p.m. on Wednesday, September 17, with early registration beginning at 5 p.m. The event will be staged in the ballroom of the Four Seasons Hotel Austin, which is located at 98 San Jacinto Boulevard, directly across the street from the Austin Convention Center, the site of the Austin Game Developers Conference.

Competitors are invited to come and play for prizes, including cash, video games, T-shirts, caps, gaming accessories, video game collectibles, 3D art software and more. Each player has opportunity to play in single elimination competitive play. Prizes will be awarded to the first and second place winners for each game title, plus two grand prize winners for overall score, excellence and sportsmanship.

The event’s co-sponsors include MTV Games, IGN.com, Obsidian Entertainment, McDonald's, Southwest Airlines, Powered by Game Spy, Havok, TransGaming, I-play, 1-up Network, Belkin International, DAZ 3D, Bethesda Softworks and Petroglyph Games, with game competition elements sponsored by Midnight Gaming Championships.

The ESA Foundation was created by the American interactive entertainment software industry to support and provide opportunities that can make a difference in the lives of America’s youth. One of the foundation’s key efforts is scholarship program that assists women and minority students studying for careers in the video game industry. For more information about the ESA Foundation and its programs, please visit www.theESA.com/foundation.

With a 2-decades-long history of recruitment specializing in unique and unadvertised opportunities focused exclusively in games, GameRecruiter has earned an international reputation for recruiting the technical, production, and executive staff who build game industry companies and make game history. For more information about GameRecruiter and the Level Up Charity Games Competition, please visit www.gamerecruiter.com or www.levelupcharitygames.org.

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Wed, 27 Aug 2008 16:00:22 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5042526&view=rss&microfeed=true
<![CDATA[ Warhammer Online Goes Gold, Gold Seller Gives Out Beta Keys ]]> It's a press release twofer! Mythic Entertainment has announced that Warhammer Online: Age of Reckoning has gone gold, with the game shipping to stores in time for servers to go live on September 18th, and the gold farmers are ready for it! "Internet gaming service" SwagVault has announced that they'll be giving away 50 beta keys for the game via randomly selected email entries received between now and September 5th, giving players a chance to experience the game for themselves before deciding to buy. They'll also be giving out beta access to folks whose order numbers contain the number sequence 8907, which coincides with the open beta date of September 7th, 2008.

So how exactly does a gold seller wind up with 50 beta keys for an MMO from Mythic Entertainment, a company that has gone after such enterprises legally in the past and won? I'm going to go ahead an assume they used bots.

EA and Mythic Entertainment Announce That Warhammer Online: Age of Reckoning Has Gone Gold
Award-Winning Fantasy MMORPG Marches Toward Sept. 18th Launch

FAIRFAX, Va.—(BUSINESS WIRE)—GET READY FOR THE WORLDWIDE WAAAGH! Electronic Arts (NASDAQ:ERTS) and Mythic Entertainment today announced that the highly-anticipated MMORPG, Warhammer® Online: Age of Reckoning™ (WAR), has gone gold and will open its servers on September 18, 2008 at an MSRP of $49.99 in North America.

“We’ve done our best to create the next great MMORPG experience, but it’s the fans that will bring our world to life,” said Mark Jacobs, vice president at EA and general manager of Mythic Entertainment. “The Day of Reckoning approaches and it’s going to be glorious! It’s time to go to WAR.”

Based on the popular tabletop game from Games Workshop, Warhammer Online: Age of Reckoning is an epic fantasy MMORPG featuring innovative Realm vs. Realm™ game play that pits the forces of Order and Destruction against one another on the battlefield to determine the fate of nations.

Awarded “Best Online Game” at the recent Games Convention in Leipzig, Germany, “Best PC Game” of E3 by G4’s X-Play and “Best MMO” of E3 by IGN, WAR has been well-received by critics and by the gaming community as an accessible and engaging MMO title. Tens of thousands of players have already joined the battle in the closed beta, and soon the time will be at hand for players the world over to pledge their allegiance to the armies of WAR.

Warhammer Online: Age of Reckoning is scheduled to launch simultaneously in North America, Europe, and Oceania on September 18, 2008. Available for PC, WAR is rated “T” for Teen by the ESRB. For more information, visit http://www.warhammeronline.com/.

Swagvault Warhammer Online Beta Access Key Give-Away Event

Great news for fans of Warhammer Online: SwagVault.com is giving away Warhammer® Online: Age of Reckoning Beta Access Keys. The event will be held from now till September 5, 2008

It’s very easy to join! Players only need to send an E-mail to Guildsales[at]swagvault.com, and 50 winners by randomly draw amongst all applications.

In addition, during this event, customers whose Order ID contains the number sequences 8907 (Electronic Arts has announced that the open beta date is September 7, 2008), SwagVault will E-mail one Age of Reckoning Beta Access key code to him/her upon receiving his/her application. Therefore, please provide the Order ID in your E-mail.
Winners will be announced on Sep. 5, and Age of Reckoning Beta Access Key Codes will be sent via E-mail instantly.

Please visit http://www.swagvault.com/news.php?news_id=352 for more details.

Grasp the great opportunity to experience the venturesome and exciting journey in Warhammer game now!

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Tue, 26 Aug 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5041887&view=rss&microfeed=true
<![CDATA[ Stargate Worlds Beta Signup Lottery For mmolecule Members ]]> Anyone itching to try out Cheyenne Mountain Entertainment's Stargate Worlds MMORPG could do worse than get themselves over to mmolecule.com.

The MMO knowledgebase is holding an exclusive Stargate Worlds Beta Key Giveaway, open to its members.

Just sign up with the site (new members aren't excluded, don't fret) and then sit back — nervously fingering your James Spader action figure is optional — until September 20th, when 200 names will be drawn from the inverted pseudo-Egyptian headdress and each awarded one Beta signup key.

If by some chance you are also a member of a Stargate Worlds Command (a gaming clan, in other words) and host a website in mmolecule's Guild Services Open Beta (a sort of clan-management service) you will get a second chance to win.

mmolecule Launches Stargate Worlds Beta Key Giveaway [mmolecule]

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Fri, 22 Aug 2008 09:40:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5039981&view=rss&microfeed=true
<![CDATA[ Something Wicked This Way Comes, A New Harry Potter and The Half Blood Prince Trailer ]]>

I am sure I will get a lot of flak for this, but I like the Harry Potter movies. It's my guilty pleasure. Hell, I even have a playlist in my iTunes called "guilty pleasures" filled with 80's hits and the Harry Potter soundtrack. With the film recently delayed to 2009, we don't know when the game will come out. However, in the meantime we have this trailer to keep you guys busy.

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Tue, 19 Aug 2008 17:40:00 MDT Adam Barenblat http://kotaku.com/index.php?op=postcommentfeed&postId=5039105&view=rss&microfeed=true
<![CDATA[ ESA Snags Former RIAA Exec As New Counsel, Stiffer Enforcement Coming? ]]> Kenneth Doroshow, former executive at the Recording Industry Association of America and senior counsel to the United States Department of Justice, has been named the Entertainment Software Association’s new General Counsel, the association announced today.

Doroshow, who start his new position at the ESA in September, replacing Gail Markels who was let go when the ESA's New York office was shuttered in March.

“The ESA continues to attract and recruit the brightest individuals. Ken has remarkable expertise in the protection of intellectual property and an excellent understanding of the increasingly connected, dynamic, and innovative entertainment environment we live in,” said Michael D. Gallagher, CEO of the ESA, which represents U.S. computer and video game publishers. “The computer and video game industry will be well-protected with Ken’s guidance and I know he will help facilitate our growth to even greater heights.”

One can't help but wonder if Doroshow's appointment, the announcement of which comes on the heels of some pretty draconian piracy enforcement in the UK, could signal a change in the approach the world's software associations, including the Entertainment Software Association, is taking in their anti-piracy efforts.

ESA TAPS FORMER RECORDING INDUSTRY EXECUTIVE, KENNETH DOROSHOW, AS NEW GENERAL COUNSEL

AUGUST 19, 2008 - WASHINGTON, DC – Kenneth Doroshow, former executive at the Recording Industry Association of America (RIAA) and senior counsel to the United States Department of Justice, is the Entertainment Software Association’s (ESA) new General Counsel, the association announced today. Doroshow will start his new position at the ESA in September.

“The ESA continues to attract and recruit the brightest individuals. Ken has remarkable expertise in the protection of intellectual property and an excellent understanding of the increasingly connected, dynamic, and innovative entertainment environment we live in,” said Michael D. Gallagher, CEO of the ESA, which represents U.S. computer and video game publishers. “The computer and video game industry will be well-protected with Ken’s guidance and I know he will help facilitate our growth to even greater heights.”

Doroshow served as Senior Vice President, Litigation and Legal Affairs for the RIAA, the trade group that represents the U.S. recording industry. As the head of the RIAA’s litigation department, he led efforts to protect the copyrighted works of recording artists and managed cutting-edge anti-piracy lawsuits against companies like LimeWire, Usenet.com and AllofMP3.com.

“Ken has been such a solid and dynamic leader at the RIAA. His spirit, diligence, intelligence and legal capacity made him a very special part of our team and we know he will be an outstanding addition to the ESA senior management,” said Mitch Bainwol, chairman and CEO of the RIAA. “We’ll miss Ken, but look forward to working together for years to come advancing the interests of content innovation.”

Before joining the RIAA, Doroshow was Senior Counsel with the Computer Crime and Intellectual Property Section of the United States Department of Justice. Charged with responsibility as a criminal prosecutor and manager of international criminal intellectual property enforcement policy, he played a key role in the largest-ever multinational criminal investigation of software piracy over the Internet.

“The copyright community is fortunate to have strong advocates in Washington at a number of trade associations who are working on their behalf, and I am so pleased to see one of these seasoned professionals continue this work to the benefit of the entire creative community. Ken brings a wealth of intellectual property knowledge and experience to the Entertainment Software Association,” said Patrick Ross, executive director of the Copyright Alliance. “He has worked in multiple facets of the copyright industries and will be a knowledgeable addition to the ESA. The Copyright Alliance looks forward to continuing to work with Ken in this new role.”

Doroshow graduated from Cornell Law School and clerked for the Honorable Joseph L. Tauro of the U.S. District Court for the District of Massachusetts. Prior to his service with the Department of Justice, Doroshow was with the litigation practices of the Washington, DC law firm Covington & Burling and the Washington office of New York firm Weil, Gotshal & Manges.

The Entertainment Software Association is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, owning the E3 Media & Business Summit, business and consumer research, federal and state government relations, First Amendment and intellectual property protection efforts. For more information, please visit www.theESA.com.

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Tue, 19 Aug 2008 14:20:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5038894&view=rss&microfeed=true
<![CDATA[ New Lego Batman Character Announced, Batgirl! ]]>
It's an exciting day for everyone in Lego Gotham City. A new hero err heroine has been announced, Batgirl! She will be joining forces with Lego Batman's great cast of characters. Batgirl will also be able to sport Batman's gadgets such as the Glide Suit and Sonic Suit. Expect the game out in September.

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Tue, 19 Aug 2008 12:30:23 MDT Adam Barenblat http://kotaku.com/index.php?op=postcommentfeed&postId=5038939&view=rss&microfeed=true
<![CDATA[ SOE Announces Two New EverQuest Expansions, Fan Fairies Get Them Free ]]> Sony Online Entertainment announced today at its Fan Faire gathering that both the original EverQuest and its sequel, EverQuest II, would see a new expansion each. EverQuest Seeds of Destruction, the 15th (!!) expansion for the MMO, will be released on October 21, with EverQuest II The Shadow Odyssey available on November 18. That would be EQ II's fifth expansion, if you're keeping count.

The good news for those who paid good money to get to Fan Faire was that each attendee would get the expansions free. Well, you know... "free"

The full list of features, including new zones, new dungeons and a higher level cap, in both SOE expansions is contained within the press release after the jump. Should reading bore you to tears, lovely new screen shots of both EverQuest II The Shadow Odyssey and EverQuest Seeds of Destruction are in our galleries below.


LEGACY OF EVERQUEST® FRANCHISE CONTINUES WITH ANNOUNCEMENT OF EverQuest® AND EverQuest® II EXPANSIONS AT FAN FAIRE

All attendees to Receive Both Expansions for Free as Part of Living Legacy Program!

LAS VEGAS, NEV. – Aug. 15, 2008 – Thousands of video game enthusiasts are in Las Vegas for the annual Sony Online Entertainment Fan Faire where the upcoming expansions for the online role-playing games EverQuest® (EQ) and EverQuest® II (EQII) were just announced. EverQuest® Seeds of Destruction™ is scheduled to be available on Oct.21, and EverQuest® II The Shadow Odyssey™ is scheduled to be available on Nov.18. As part of SOE’s extensive Living Legacy program designed to entice new and past EQ and EQII players into the games and reward the existing loyal playerbase, all Fan Faire attendees will receive the software for both expansions for free, an unprecedented offering.

“It is such a privilege to announce the upcoming expansions for two of our most popular games, EverQuest and EverQuest II, in a venue like Fan Faire where we are joined by thousands of our loyal fans, and it seems more than appropriate to give those fans access to both of the expansions for free,” said John Smedley, president of Sony Online Entertainment. “Both of these expansions are rich in content and adventure, and will provide our players with hours of excitement as they explore the online world of Norrath.”

EverQuest II The Shadow Odyssey is the fifth expansion for the critically acclaimed EQII franchise and follows the award-winning and best-selling Rise of KunarkTM expansion. New players and veterans alike will journey through a substantial amount of exquisite content with more than 20 new zones, including the Moors of Ykesha, a massive outdoor zone once known as Innothule Swamp, and the legendary dungeon Guk. Throughout the summer months, players were treated to prelude events, such as the Void Storms, that gave them a glimpse into the expansion lore and content from The Shadow Odyssey, building the anticipation leading up to the launch.

EverQuest is rapidly approaching its 10th anniversary, and Seeds of Destruction is the 15th expansion for the genre-defining online game. For the first time ever, players will have the ability to hire non-player characters (NPCs) to aid them in their heroic endeavors in Seeds of Destruction. These mercenaries will be valuable player assets as they thwart the efforts of Discord’s Dark God. This expansion also includes a level cap increase to 85, new dynamic high-level raid content, new spells and new alternate advancement abilities.

EverQuest II The Shadow Odyssey Feature Set:
· New Zones: Journey through more than 20 new zones, including the new overland zone, Innothule Swamp.
· Dungeon Adventures: Experience nostalgic EverQuest dungeon themes, such as Najena, Mistmoore and The Sebilisian Empire, and adventure through more than 18 goal-based dungeons, such as Ruins of Guk and Befallen.
· Achievement Point: An achievement level cap increase to 200 that offers new achievements for class-specific lines.
· Dungeon Delving: A new mission system for players to replay content with new and different experiences.
· Heritage Quests: Five new quests with unique rewards being added.
· Shard Reward System: A new, mysterious group of erudites with powerful new armor and equipment will barter for void shards earned during players’ encounters
· Epic Tales: Stories told through battles with dozens of new creatures and hundreds of new quests.
· New Deities: Rodcet Nife and Anashti Sul are introduced into Norrath.
· Access to All Previous Content: Includes all previous expansion packs and adventure packs.
· Legends of Norrath: Includes strategic online trading card game, digital starter deck and booster pack.

EverQuest Seeds of Destruction Feature Set:

* Mercenaries: Player-controlled NPCs are now available and will not only scale to the appropriate level, but also think and act for themselves with limited player guidance. Designed for extra support or extra muscle in PvE encounters, mercenary archetypes include a variety of classes from all playable races.
* Level Cap Increase: Players can now achieve level 85 with new high-level item sets, new alternate advancement ability lines and new spells.
* 20 New Zones: Features re-imagined classic content and brand-new realms for adventurers to explore, including the eerie wasteland of the Void, the Battle of Rathe on the Plane of Earth and the ultimate Heart of Darkness in the Plane of Discord.
* Access to All Previous Content - Includes all features and content from the 14 previous expansion packs.
* Legends of Norrath: Includes strategic online trading card game, digital starter deck, booster pack and loot item.

In addition to attending exclusive panels this weekend at Fan Faire, eligible players with active accounts will receive early access to beta for one or both games, depending on their preference. EQ’s public beta is anticipated to begin on Aug. 19, and EQII’s public beta is anticipated to begin on Sept. 2.

For more expansion information from EverQuest Seeds of Destruction and a free trial of EverQuest, visit www.everquest.com.

For expansion information from on EverQuest II The Shadow Odyssey and a free trial of EverQuest II, visit www.everquest2.com.

About Sony Online Entertainment

Sony Online Entertainment LLC (SOE) is a recognized worldwide leader in massively multiplayer online games, with hundreds of thousands of subscribers around the globe. SOE creates, develops and provides compelling entertainment for the personal computer, online, game console and wireless markets. Known for its blockbuster franchises and hit titles including EverQuest®, EverQuest® II, Champions of Norrath®, Untold Legends™, and PlanetSide®, as well as for developing Star Wars Galaxies™, SOE continues to redefine the business of online gaming and the creation of active player communities while introducing new genres on various entertainment platforms. Headquartered in San Diego, CA, with additional development studios in Austin, TX, Seattle, WA, Denver, CO, and Taiwan, SOE has an array of cutting-edge games in development.

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Fri, 15 Aug 2008 20:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5037666&view=rss&microfeed=true
<![CDATA[ DVD Box Set Confirms Prison Break Game ]]> An advertisement in the recently released season DVD box set for the Fox television series Prison Break confirms that there is indeed a game based on the show coming out in February for the PlayStation 3 and Xbox 360. Brash Entertainment, known for their movie adaptations like Jumper and Alvin and the Chipmunks, are working on the title. Kotaku first learned about the possibility of a Prison Break game during an interview last November with Robert Knepper, who plays T-Bag on the series.
"I don't think it's quite done, but I heard that on the wind last year that they were trying to do it," said Knepper. "You know the whole thing with an escape, they were working on a videogame where you plot your own escape from prison."


Brash plans Prison Break
[Gamespot UK via Videogamer.com]

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Fri, 15 Aug 2008 09:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5037513&view=rss&microfeed=true
<![CDATA[ Prototype, Bourne Devs Given The Arse By Activision ]]> In July, Activision said they'd be "realigning" staff at High Moon Studios (Darkwatch, Bourne) and Radical Entertainment (Prototype), following their merger with Vivendi. "Realigning" is such an empty word. What they really meant was they'd be swinging the axe, cutting around 160 employees from the two studios. Around 100 are to be let go from Radical, while it's estimated around 50-60 are to be "realigned" right out of High Moon. While those are some big cuts, neither studio is to be closed, and work on Prototype and future Bourne games should continue.

Radical layoffs at Radical Entertainment [Vancouver Sun]
Report: High Moon Lays Off Staff, Post-Vivendi Merger [Gamasutra] [Pic]

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Thu, 14 Aug 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5037353&view=rss&microfeed=true
<![CDATA[ Grasshopper, Q Entertainment Sign With EA For New Horror Game ]]> Electronic Arts announced today that it would be working with Grasshopper Manufacture, creators of distinctly Japanese fare like Killer 7, No More Heroes and Contact, on an untitled action horror game. EA Partners will publish the Shinji Mikami-produced, Goichi Suda-designed game on the PC, Xbox 360, PlayStation 3 and Wii.

The press release, which does not provide a date for the game, notes that Q Entertainment, responsible for Lumines and Rez HD, helped broker the publishing gig and will be working with Grasshopper on the project. Insert fanboy squeal here, hit the jump for more details.

EA SIGNS PUBLISHING DEAL WITH GRASSHOPPER MANUFACTURE
Legendary Producer Shinji Mikami and Innovative Designer Suda51 Working with EA Partners on an All-New Action Horror Title

Redwood City, Calif – August 14, 2008 – Electronic Arts Inc. (NASDAQ: ERTS) today announced a publishing agreement with iconic Japanese development studio Grasshopper Manufacture. Under the terms of the deal, EA Partners will publish an all-new action horror game produced by Shinji Mikami and directed by innovative game designer Suda51.

The title is being developed for the PC, Xbox 360® video game system from Microsoft, PLAYSTATION®3 computer entertainment system and Wii™.

“Grasshopper Manufacture is excited to work with EA Partners to bring our new title to gamers around the world,” said Goichi Suda, CEO of Grasshopper Manufacture. “They are a great partner who shares our commitment to quality and innovation while respecting our independence as a studio, which is very empowering.”

“It is an honor for EA to sign Grasshopper Manufacture and help bring their new franchise to gamers worldwide,” said Frank Gibeau, President of the EA Games Label. “The roster of partners at EA is growing and the caliber of talent is outstanding. Grasshopper Manufacture is a world-class studio and, within the EA partner program, they stand alongside some of the world’s most revered independent studios.”

“Grasshopper Manufacture is one of the most daring and innovative independent studios in the world, and EA Partners is honored to be working with Mikami-san and Suda-san on this new project,” said David DeMartini, senior vice president and general manager, EA Partners. “EA Partners is a truly global resource for the world’s best independent developers, whether they’re in North America, Europe or Asia.”

The deal was brokered by CAA, in conjunction with Q Entertainment who will be working with Grasshopper Manufacture and EAP on the project.

For more information about Grasshopper Manufacture, please visit www.grasshoppermanufacture.com

For more information about EA, please visit our press Web site at http://info.ea.com

About Grasshopper Manufacture Inc
Grasshopper Manufacture Inc. is an independent interactive entertainment studio based in Suginami-ku, Tokyo. The studio was founded in 1998 by CEO Goichi Suda, who is known around the world for his distinctive style and innovative work as a game designer and scenario writer. To date, Grasshopper Manufacture has shipped 11 titles, including 2007’s breakout hit, “No More Heroes.” More information about GhM can be found on the internet at http://www.grasshopper.co.jp/

About Electronic Arts

Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA SPORTS Freestyle TM and POGOTM. In fiscal 2008, EA posted GAAP net revenue of $3.67 billion and had 27 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.

EA, EA SPORTS, EA SPORTS Freestyle and POGO are trademarks or registered trademark in the U.S. and/or other countries. Xbox 360 is a trademark of the Microsoft group of companies and is used under license from Microsoft. “PLAYSTATION” is a registered trademark of Sony Computer Entertainment Inc. Wii is a trademark of Nintendo. All other trademarks are the property of their respective owners.

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Thu, 14 Aug 2008 16:30:22 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5037287&view=rss&microfeed=true
<![CDATA[ Diablo III to be Gender Neutral ]]> Diablo II was a fun play, but you sometimes got the feeling that you were being pushed into gender roles. I mean, if a young woman wants to dual-wield a sword and a battleaxe in a fur bikini then, by the gods she should be able to become a barbarian.

Likewise, if a chap wants to master the power of sorcery then that chap shouldn't feel as though wearing a revealing dress is his only option.

Good news, then, that Blizzard has decided to move the Diablo franchise into the 21st century and make any Diablo III character class playable by either sex. Granted, it just means doubling the number of character models but it is stiill a nice gesture towards sort-of-realism.

For my money, though, it doesn't go far enough. Where are all the transgendered Necromancers? Don't oppress us, Blizzard!


Designer: ‘Diablo III’ Gender Choice A ‘Big Debate’
[MTV Multiplayer]

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Mon, 11 Aug 2008 16:20:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5035695&view=rss&microfeed=true
<![CDATA[ Daedalic Entertainment At GC 2008 - The Whispered World DS ]]> The great thing about the annual Games Convention in Leipzig, Germany, is that you get to see work from publishers and developers who wouldn't generally make it to gaming events is Japan or the states. Take German developer Daedalic Entertainment, for instance. I've been following their fantasy adventure game The Whispered World since they teased it back in October. Now I'll actually get a chance to check it out, along with point & click adventure A New Beginning for the DS, PC, and Wii.

They'll also be debuting a DS port of The Whispered World, along with Edna & Harvey: The Breakout, plus a couple unannounced projects to keep things fresh. There used to be an entire hall dedicated to games like these at the old E3. I guess we've got to go to Germany for them now. Definitely looking forward to it!

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Wed, 06 Aug 2008 08:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5033668&view=rss&microfeed=true
<![CDATA[ Failed California Game Law Costs State $282K ]]> The Entertainment Software Association would like to remind the citizens of the United States that letting their politicians run around pursuing unconstitutional video game laws is a very costly affair. Just as they did with Minnesota, Illinois, and Michigan before, the ESA has issued a press release detailing just how much California's failed game law is costing the taxpayers. $282,794 to be exact, and as the ESA points out, this is at a time when CA is facing a $15 million billion budget gap, firing 10,000 state employees and seeking to cut wages for the rest.

The California game law was terminated in federal court last year. The state, never the brightest of the bunch, is currently pursuing an appeal.

CALIFORNIA REIMBURSES TRADE GROUP OVER $280,000 FOR ATTORNEY’S FEES

AUGUST 5, 2008 - WASHINGTON, D.C. - The state of California today reimbursed the Entertainment Software Association (ESA) $282,794 for attorney’s fees. The monies were received after the state attempted to defend an unconstitutional law restricting the constitutional rights of video game publishers, developers and consumers.

“California deserves more from its legislators than pursuing flawed legislation. State employees are facing pay cuts. California’s services are being scaled back. And, anxiety is rising in Sacramento to find funds,“ said Michael D. Gallagher, CEO of the ESA, the trade association representing U.S. computer and video game publishers. “Rather than tackling real problems affecting Californians, they chose to waste time, money and state resources. It is shameful that legislators pursued personal agendas in spite of the facts.”

The ESA noted that this payment comes at an especially troubling time for the state, calling to mind other pressing budgetary and legislative priorities and issues, including:

* California is currently facing a $15-billion budget gap[1]
* More than 10,000 California state employees were laid off last week in light of the budget crisis[2]
* Governor Schwarzenegger is seeking to cut wages for nearly 200,000 state employees[3]
* The state already cut 10 percent to its Medicaid reimbursement rate and deferred payments to vendors[4]

“Caregivers are not well-served by court battles and legal fees. Rather, they would have been far better off if state officials worked together with our industry to raise awareness about video game ratings and the parental controls available on all new game consoles—both of which help ensure that the games children play are parent-approved.”

On August 6, 2007, Judge Ronald M. Whyte ruled in favor of the ESA's Motion for Summary Judgment, permanently enjoining enforcement of the California video game law that regulated the sale of computer and video games in that state. Judge Whyte acknowledged that video games are protected by the First Amendment and found there was no evidence that playing violent games results in real world violence. The state currently is appealing this decision.

“It is unfortunate that the state is stubbornly pursuing an appeal that is likely to lead to even more court-awarded fees,” concluded Gallagher.

The Entertainment Software Association is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, owning the E3 Media & Business Summit, business and consumer research, federal and state government relations, First Amendment and intellectual property protection efforts. For more information, please visit www.theESA.com.

###

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Tue, 05 Aug 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5033336&view=rss&microfeed=true
<![CDATA[ Sony Online Entertainment Fan Fair Reg Extended ]]> The 2008 Fan Faire is right around the corner and Sony Online Entertainment just announced that "due to record breaking response" they've decided to... extend registration. Wha?

SOE tells me that they currently have a bit more than 1,100 people registered for the event and that compared to previous years that is a "very strong number." If you were thinking about going to Sony's celebration of all things SOE, Everquest and MMO-ey, hit up the site to register. You can also register on site, though only pre-registered folks are guaranteed the in-game rewards.

The event is being held at the Las Vegas Hilton from Aug. 14 through Aug. 17 and registration will set you back $89 for the weekend or $39 for a day.

This year's event will include a second annual community address by John Smedley, a Gamers in Real Life breakfast and a chance to pre-order the Everquest 10th Anniversary Commemorative Book.

The full schedule can be found here.

Fan Faire 08 Schedule [SOE]

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Mon, 04 Aug 2008 14:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5032785&view=rss&microfeed=true
<![CDATA[ What Jet Grind Radio For Wii Might Have Looked Like ]]> Following yesterday's rumor on the return of Jet Grind Radio, said to be a Wii-bound release, we were tipped off to the work of Cory "Rey" Lewis who posted concept art from a "proposed" Jet Grind Radio title. While the post featuring the artwork — archived after the jump — was dated from March of 2008, Lewis lists the artwork for characters Beat, Gum, Tab and Professor K as dating back to 2006. He also lists the game's developer, making sense of a recent announcement.

According to the post, developer Kuju was the one pitching a new entry in the Jet Set Radio series. Kuju Entertainment actually comprises a number of studios, including Zoe Mode, Kuju America, and doublesix, among others.

Kuju London, which specializes in Wii development, recently changed its name to Headstrong Games, announcing that it had an unannounced Sega title in the works. The studio's previous work includes the Battalion Wars series for Nintendo.

Lewis wrote in March that "Unfortunately, the JGR pitch didn't take" but we haven't heard back from him on requests to clarify whether that meant this particular direction didn't take or that the project was scrapped or handed off to another developer.

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Thu, 31 Jul 2008 20:40:47 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5031795&view=rss&microfeed=true
<![CDATA[ Voice Chat Hits EverQuest II, Galaxies ]]> Free VOIP hit EverQuest II and Star Wars Galaxies today.

Station Voice uses Vivox to allow players to talk to each other in online games. The service currently will allow players to talk person-to-person with any microphone and headset combo, chat with their party, guild or any group, moderator controls and individual mute and volume settings all running on Vivox servers to cut down on bandwidth issues.

Sony Online Entertainment says the free service will be coming to EverQuest players next month, also for free. They also plan to use the voice chatting service in their upcoming massively multiplayer game The Agency and other current and future titles.

SOE first announced the new service back in February, saying that it would also include in-game voicemail, voice masking and multiple channels.

What happened?

Sony Online Entertainment says they're planning on implementing other Vivox services laster this year, including those fancy "voice fonts."

“In-game voice chat is an enhanced new feature gamers of all levels can enjoy. Now, SOE’s players can easily talk to one another and better enjoy the online gaming experience,” said John Smedley, president of Sony Online Entertainment. “The integration of Station Voice into these initial games was seamless, and we look forward to incorporating this added gaming experience into other SOE titles, as well as implementing the next phase of features to come soon.”

Someone who plays either of the games should let us know how it's looking today, now that the service is live.

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Thu, 31 Jul 2008 11:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5031298&view=rss&microfeed=true
<![CDATA[ Epic Games Exploring New IPs Through Comic Books ]]> Mike Capps, el presidente of Epic Games, recently spoke at the Casual Connect conference in Seattle, saying that his company had lost some of its "nimbleness" as a blockbuster producing studio. With massive titles like Gears of War and Unreal Tournament on its plate, its looking to explore new franchises on the cheap, specifically through comic books.

Develop reports that Capps also expressed plans to utilize the recently purchased Chair Entertainment to increase its stable of intellectual property. “We want to learn from casual games," he's quoted as saying, telling casual game developers on hand "we’re really jealous of the things you do and we’re going to steal all your ideas.”

He then chainsawed them all in half and took their brains back to Epic Games science labs for further study.

Epic Games looks to comic books for building new IP [Develop]

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Tue, 29 Jul 2008 18:00:22 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5030646&view=rss&microfeed=true
<![CDATA[ Activision Blizzard May Dump Massive, Swordfish Studios ]]> Activision Blizzard is the result of a merger between two large companies, each with several studios, projects and different teams. So a merger between the two means some things are going to get shuffled around. Jobs will very likely be lost, and projects might get shifted.

Earlier we reported that Sierra's Crash and Spyro titles would be hauled up for publishing under the new label, leaving a question mark hanging around titles like Brutal Legend and Ghostbusters. Earlier today, Double Fine's Tim Schafer assured fans that "Brütal Legend is fine," and we've contacted Terminal Reality on the fate of Ghostbusters and will update with any response we receive.

Meanwhile, however, Activision Blizzard has released a statement that sheds some light on where it's looking to make changes:

The company intends to adapt the Vivendi Games' studio operations to better align the studio structure against the new product slate. We will realign staffing at Radical Entertainment and High Moon Studios to support our resulting slate. We are also exploring options regarding Massive Entertainment and Swordfish Studios, including the possibility of divestiture.

Additionally, we are evaluating options regarding two non-strategic business units Vivendi Games Mobile and Sierra Online, which provides casual games for the PC and Xbox® Live® Marketplace, including the possibility of divesting these business units.

The company declined to comment further.

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Tue, 29 Jul 2008 15:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5030641&view=rss&microfeed=true
<![CDATA[ Mr. Bean Stumbles Onto DS, Heads For Wii ]]> Does oddball British comedy make a good portable game? We'll see, I guess, since Blast Entertainment released Mr. Bean for the DS, a game featuring the hapless, juvenile character played famously by actor Rowan Atkinson.

Blast Entertainment also did the PS2 Mr. Bean game last year, and points out in this new announcement that it "still sells consistently well and continues to earn a place in the Chart track top 40 PS2 budget chart each week."

What can you expect from Mr. Bean DS? 12 puzzle levels and traps to avoid, missions and "exciting 3D locations." What shouldn't you expect? Probably not high production values, as you may recall Blast Entertainment CEO's Shawn Brennan pulled no punches at a UK event last year where he fired off on high development costs, calling it "ego tripping."

You can also, Blast says, expect a Wii version "later this year." Full announcement follows the jump, Bean-fans!

NEW DS GAME IS FULL OF BEANS!BLAST ENTERTAINMENT RELEASE MR. BEAN ON NINTENDO DS

Blast entertainment, part of the Mastertronic Group have today announced the release of Mr. Bean on Nintendo DS.
The DS version follows the release of Blast Entertainment’s Mr Bean Sony PS2 game that hit retail in November last year, which still sells consistently well and continues to earn a place in the Chart track top 40 PS2 budget chart each week.

Mr.Bean, who burst onto our television screens in 1990 has established himself as one of the world’s most popular character brands. The live action and animated Mr. Bean TV series have been in distribution around the world for 17 years and are currently broadcast in more than 60 territories. Mr. Bean’s Holiday was released in more than 66 countries around the world in March 2007, grossing more than US$230 million at the Box Office and reaching no.1 in 28 countries around the world.

The game includes 12 fun-packed levels full of cunning puzzles to encounter and crazy traps to avoid. Dress up as a pirate on your mission to save teddy and battle baddies with fyring pans while negotiating your way through exciting 3D locations. The Nintendo touch screen techonolgy is utilised in the exclusive Whack a mole event! 92% of children under 11 are great Mr.Bean fans and 67% of children under 11 watch the TV series regularly, according to Film Audience Research and so the game has been developed to specifically target this younger audience.

Blast’s Head of Marketing, Kirsty Payne commented:“We are delighted to be bringing Mr. Bean to Nintendo DS. Both brands are currently enjoying huge sales at retail and combining them is great news for consumers. Such is the popularity of this title, that we are planning to release a Wii version later this year”

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Fri, 25 Jul 2008 18:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5029322&view=rss&microfeed=true
<![CDATA[ The Whispered World Launches Relaxing Website ]]> Daedalic Entertainment's upcoming fantasy adventure game The Whispered World has just launched the official website for the title, due out for the PC in Q4 2008, and I've never been more relaxed in my life. The site features wallpapers, screenshots, concept art, a story synopsis, and some confusing forums that seem to be completely in German until you click on them. All of this, along with the most relaxing background music that's ever graced a flash website. Seriously, I've had this opened in the background all morning and couldn't for the life of me figure out why I was having such a pleasant Friday morning. Hit up the link below to check out the site, and be sure to check out the press section for a tiny preview of the article I wrote on the game back in February.

The Whispered World
[Official Website]

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Fri, 25 Jul 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5029213&view=rss&microfeed=true
<![CDATA[ Alpha Protocol Filled With Sexy Spy Sex ]]> Obsidian Entertainment's Alpha Protocol isn't just similar to BioWare's Mass Effect in terms of interface, font, design, gameplay, and graphics - it's also got a sexy side. Agent Michael Thorton will have a bevy of ladies at his disposal throughout his mission, and depending on how he treats them he could very well get lucky with some, if not all the lovely ladies.

“It all depends on how you treat them,” Rucinski said. If you have a strong relationship with female characters, they may help with missions. However, he told me that some of them are “bats–t insane” and can get you into trouble. “One may ask you to assassinate a high-level person,” he added. “Maybe that’s not something you want to do, but she’s really hot. But there are obvious repercussions.”

See? These are the sorts of decisions guys named Michael have to deal with every day. We don't want to kill, but the ladies are so hot! Alpha Protocol will let players get busy with women via Mass Effect style cutscenes, with achievements for being a total manslut as well as just saying no repeatedly. Achievements for having sex? Fox is going to have a field day.

‘Alpha Protocol’ Will Have Plenty Of Sex Scenes, ‘Ladies’ Man’ Achievement
[MTV Multiplayer]

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Thu, 24 Jul 2008 19:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5028836&view=rss&microfeed=true
<![CDATA[ Rez, Lumines Dev Bringing Peggle To DS ]]> Peggle fans can now cement their addiction, since PopCap's now bringing the popular casual game to DS with a little help from Q Entertainment, developers of Rez, Lumines and Meteos.

Peggle DS will be hitting shelves in North America in Winter 2008 for $29.95, and Q Entertainment will be adding new features that aren't in the PC, Mac or iPod versions of the game. No details yet on what those features will be, but the announcement promises more levels than in any other version of the game, remastered input controls and "surprise additions."

Full announcement follows the jump:

PopCap’s Mega-Hit Peggle™ Coming to Nintendo DS® This Winter

Q Entertainment Tapped to Adapt Top Casual Game of 2007for Nintendo’s Market-Leading Handheld

SEATTLE, Washington – July 25, 2008 — PopCap Games Inc., the leading developer and publisher of casual video games, today announced that later this year the company’s mega-hit game Peggle™ will be available for Nintendo DS®. During his keynote presentation at CGA Seattle yesterday, PopCap CEO David Roberts provided an early glimpse of the DS version of Peggle, which is expected to hit North American retail shelves in Winter 2008 and carry an MSRP of US$29.95. In bringing Peggle to the world’s most popular handheld gaming device, PopCap has partnered with Q Entertainment, the acclaimed Japanese development studio. Q Entertainment is already underway with the adaptation of Peggle, and will be adding features unique to the DS version that are not available in the existing PC, Mac or iPod versions of the game.

“I have a great deal of respect for Q Entertainment as one of the industry’s preeminent game developers, with a proven reputation for creativity and innovation,” stated Greg Canessa, PopCap’s vice president of video game platforms. “Q is a great choice to partner with us – they share many of PopCap’s design and creative philosophies and are equally big believers in quality and attention to detail. These factors, combined with Q’s impressive track record of success on DS and PSP, make this a natural fit. I’m confident that Q will create an experience with Peggle for DS that will both satisfy existing fans of the game and attract a new audience of on-the-go gamers who appreciate the DS for its one-of-a-kind display format and other unique capabilities.”

Q Entertainment’s best-selling franchises include Lumines (for PSP, PS2, XBLA, PC, mobile), Meteos (Nintendo DS), and Rez HD (XBLA). “We at Q Entertainment are honored to be working with PopCap and view this as a fun, exciting challenge – taking a very popular casual game and bringing it to a more hardcore audience on the DS,” stated Shuji Utsumi, Q’s co-founder and chief executive officer. “PopCap’s games are simple but addictive, and Peggle demonstrates that even a simple game can be extremely deep. We’ve always incorporated casual game elements into our console and handheld games, and now we have an opportunity to bring our gaming sensibilities and expertise to the DS version of Peggle, and make a very novel ‘cross-over’ game for all ages.”

Precise details of the forthcoming DS version of Peggle are not yet available, but the game is expected to feature more levels than any existing version of the game – including DS-exclusive levels – and will also offer re-mastered input controls and a wealth of surprise additions sure to please die-hard fans and novice players alike.

About Q Entertainment, Inc.

Formed in 2003, Tokyo-based Q Entertainment, Inc. creates, produces, and consults in

digital entertainment content across multiple game consoles, PC broadband and mobile units. The company is best known for its critically acclaimed music and luminary action puzzle game series Lumines, which was released worldwide for PSP in 2004/2005 and has since become a hit on mobile, Xbox LIVE Arcade and PlayStation 2. Q Entertainment’s impressive line-up also includes the action puzzle title Meteos and the fantasy action title Ninety-Nine Nights. Founded by principal game creator and Chief Creative Officer Tetsuya Mizuguchi and industry veteran and Chief Executive Officer Shuji Utsumi (Sony Computer Entertainment America, Sega, Disney), Q Entertainment is composed of experienced designers, programmers, and producers. Q Entertainment collaborates with other creators, artists and development studios in Japan and overseas. More information can be found on the Internet at www.qentertainment.com.

About PopCap

PopCap Games (www.popcap.com) is the leading multi-platform provider of “casual games” — fun, easy-to-learn, captivating computer games that appeal to everyone from age 6 to 106. Based in Seattle, Washington, PopCap was founded in 2000 and has a worldwide staff of over 200 people in Seattle, San Francisco, Chicago, Vancouver, B.C., Dublin and Shanghai. Its games have been downloaded more than 1 billion times by consumers worldwide, and its flagship title, Bejeweled®, has sold more than 10 million units across all platforms. Constantly acclaimed by consumers and critics, PopCap’s games are played on the Web, desktop computers, myriad mobile devices (cell phones, smartphones, PDAs, Pocket PCs, iPod and more), popular game consoles (including Xbox 360, PlayStation 2 and Nintendo DS), and in-flight entertainment systems. PopCap is the only casual games developer with leading market share across all major sales channels, including Web portals, retail stores, mobile operators and developers, and game device manufacturers.

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Thu, 24 Jul 2008 19:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5028714&view=rss&microfeed=true
<![CDATA[ Jim Lee Dishes On DC Universe Online ]]> Sony Online Entertainment treated members of the press to a luncheon earlier today, part of the Comic-Con 08 push for DC Universe Online. The massively-multiplayer online action RPG, coming to both the PlayStation 3 and PC platforms, will be playable by the public for the first time tonight. We'll be going hands-on with the title this evening, taking part in an in-game Brainiac themed live event with other DC heroes.

We sat down with DC Comics executive creator Jim Lee earlier today to talk about the SOE-developed, DC-branded game. Lee told me that he was the one who had approached SOE after catching wind of the project, an effort which had experienced multiple starts and stops.

As a fairly serious EverQuest player — Lee played Paladin, for the record — the artist turned exec knew his stuff. He dropped MMO-isms (LFG, instances, the grind) like it was his natural language, and with a working knowledge of the DC universe, fans of the genre and the brand should feel confident that it's creatively in good hands.

Players will be given the option of creating a good or evil character in DCUO, each with a possible dozen unique characteristics, such as power type (ice, fire, mental, sonic), power source (ring, elemental), and movement type (flying, speed). Given Lee's background as a serious MMO player, I had to ask what he was planning on playing in DC Universe Online when it shipped.

"I haven't decided," he said. "I'll probably have one public character and one private character — a villain."

I asked Jim if he was partial to any particular DC mainstays, if he'd lobbied for the inclusion of anyone in particular.

"I kind of have to be impartial," he said, noting that it was more important to ensure that DC's classic characters and classic designs were integrated accurately into the massive multiplayer world.

Sadly, that doesn't include some of the more off-kilter characters, non-humanoids like Krypto the Super Dog, Bat-Mite or various multi-limbed things from the Green Lantern Corps. They may appear in the game in some form, but if you're looking to create a super monkey that can ally with the Superman family or even Gorilla Grodd, you might have to wait for the expansion.

One surprise that Lee mentioned is that alter-egos will play a role in the game. You may have to spend some time as a lowly photographer, for example, one who walks among the regular citizens, preserving your secret identity. "We have to have it be meaningful," Lee said of superhero alter-egos. This aspect of the gameplay, Lee hinted, may address the dreaded "grind", something he says players won't spend much time worrying about.

As far as the look of the game, for which Lee is largely responsible, we learned that some characters that we've already seen are undergoing visual refinements. "The Joker is one character I wanted to tweak," he said, noting that the Heath Ledger/Christopher Nolan take on the Joker from The Dark Knight may have been part of the catalyst for the change. Part of the reason for the change, however, was that the current model of the Joker simply didn't fit with the rest of the game's non-playable DC heroes and villains.

We'll be going hands-on with the game soon and will report our impressions of DC Universe Online later this week.

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Wed, 23 Jul 2008 20:00:48 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5028451&view=rss&microfeed=true
<![CDATA[ E3 09 Opening Its Doors to the Public? ]]> The only thing there was more of at E3 than games were complaints about E3's new, tidy, business-like format. Everyone from company execs to game developers to the working press seemed to have something unhappy to say about the show.

Coasting right there along with the complaints was a building buzz that next year's E3 was going to have to undergo some mammoth changes. Just how mammoth? According to a number of well connected sources I spoke with during the show, there's considerable thought going into opening the doors, this time officially, to the public at next year's big event.

Reached for comment earlier today, the Entertainment Software Association had this to say:

"The ESA is currently in the process of receiving feedback and will make an announcement about the 2009 E3 Media & Business Summit at an appropriate time."

My two cents? I find Leipzig's Games Convention to be the best format going for large gaming events. In the big Europe-centric show you have a number of mammoth halls showing off the best and brightest gaming has to offer to the public. You also have a hall or two dedicated solely to the press where writers and reporters can have quiet meetings and interviews with developers, producers and businesses types. The best part for a working journalist? Being able to do your interviews with the movers and shakers of the industry and then walk five minutes to get a chance to talk to the people who play those games. It's like reporting nirvana.

Come on ESA, follow suit.

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Wed, 23 Jul 2008 18:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5028367&view=rss&microfeed=true
<![CDATA[ New York Gov Signs Video Game Law ]]> New York Governor David Paterson signed a video game bill into law yesterday that requires parental controls on all consoles, pushes game rating enforcement and launches a state-backed study of video games and violence.

The bill takes effect in 2010.

"The state has ignored legal precedent, common sense and the wishes of many New Yorkers in enacting this unnecessary bill," said Richard Taylor, senior VP of communications and research for the Entertainment Software Association. "This government intrusion will cost taxpayers money and impose unconstitutional mandates for activities and technologies that are already voluntarily in place. It also unfairly singles out the videogame industry over all other forms of media."

Laws that try to enforce the ratings system by providing fines against retailers have been ruled unconstitutional over and over again — just look to states such as in California, Oklahoma, Louisiana, Illinois and Minnesota for examples. In those cases, the ESA ended up collecting hefty damages from the states — at taxpayer expense.

"One wonders where this overreach by government in New York will end," said the ESA's Taylor. "If New York lawmakers feel it is the role of government to convene a government commission on game content, they could next turn to other content such as books, theater and film."

The bill was part of a group of public safety bills that the governor signed as a "package"; the official announcement from the New York Governor's Office follows. The part about the video game bill is in bold:

GOVERNOR PATERSON SIGNS PACKAGE OF BILLS THAT WILL PROTECT THE PUBLIC SAFETY AND RIGHTS OF NEW YORKERS

Includes Reforms to Protect Children and Adults in Residential Care and “Jonathan’s Law” Extension

A New Law Will Protect Children by Automatically Revoking Teaching Certificates from Educators Convicted of Sex Crimes

New Law Will Expand Access to Civil Orders of Protection to Victims of Abuse

Governor David A. Paterson signed a package of bills, many of which are focused on public safety and protecting the rights of New York residents. Among the more than three dozen bills signed into law by Governor Paterson, some will enhance protections for children and adults in residential care, revoke teaching certificates for educators who are convicted of sex crimes and ensure the State will explore the negative effects of violent video games.

“We have the obligation to be constantly vigilant about amending our laws to protect the residents of New York State. Many of these bills will do just that by closing loopholes or creating new laws to enhance the quality of life for all New Yorkers,” said Governor Paterson. “The first duty of government is to provide a safe society for our resident to live, work and raise their families. These new laws will enhance the protections afforded to the citizens of this state and will address gaps in protection that have existed for years. I applaud the Legislature for working with me and my staff to reach agreements on fixing these problems.”

Governor Paterson has also signed a new law (S.8665 / A.11707), which will expand access to Civil Orders of Protection, allowing a person who is or was in an intimate relationship with an abuser – even though not related to that person – to seek an order of protection in family court. This substantially expands protections for victims, who for a variety of reasons may be unwilling to press charges in criminal court.

Another specific package of reforms – consisting of four bills – will represent a significant improvement for adults and children who live away from their families in residential care, particularly in mental hygiene facilities. The package includes: enhancing the standards used to determine if child abuse or neglect has occurred in residential facilities (S.8534-A / A.11753); extending the time period for retroactive requests for information under Jonathan’s Law (S.8389-A / A.10897-A); prohibiting the withholding of food or hydration from residents of mental hygiene facilities (S.8551-A / A.11482-A); and making recommendations as to appropriate work hours for direct care employees in mental hygiene facilities (S.8679-A / A.11757).

Two other bills signed by Governor Paterson are directly aimed at protecting children: A.11500-A / S.8553 automatically revokes the teaching license of any school official who is convicted of a sex offense; A.11717 / S.6401-A establishes an advisory council to conduct a study on the connection between interactive media and real-life violence in minors exposed to such media. This bill will also require new video game consoles to have parental lockout features by 2010, and mandate that games sold at retail disclose the ratings obtained from the gaming industry's voluntary rating system.

In addition to these bills, Governor Paterson signed another 31 bills relating to criminal justice and the judiciary, as well as education issues and business and finance.

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Tue, 22 Jul 2008 11:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5027774&view=rss&microfeed=true
<![CDATA[ David Reeves - We All Have Very Sharp Swords ]]> Man, Sony Computer Entertainment Europe boss David Reeves is an analogy machine! In a recent interview with Eurogamer, he put his powers to task in summing up the current state of the console war.

"I prefer to talk about the fact that, yeah, we're competitors, but the competition really has made people so much sharper, and if I can use this analogy, if you're fighting in a war that's, say, Boeing versus Airbus, it's almost like battleship against battleship and you're fighting from 15 miles away; if you're fighting in the car war, it might be that you're fighting in tanks and you're one kilometre away; in the videogame industry, if there's a war, if there's competition, it's almost like hand-to-hand fighting, but it makes you sharper. You want to have a sharper sword, you want to have a sword that feels just about right, and everyone is very sharp, and what they're doing is they're looking for high ground, low ground where they can get an advantage."

So the console industry is like melee combat with swords...or is it like shoes?

The winner is the consumer, and I think that's great. That's why we are not going to slag off Microsoft or Nintendo at all, because again it's rather like the trainer market: one year it's Reebok, next year it's Nike, and then suddenly it's Adidas; it's cyclical, but in the end everyone wins in five to ten years.

See? He's like one of those guys who is really good with analogies. Just reading his words has sapped me of my will to explain one thing using another thing as an example!

Of course what he is trying to say is that Sony, Microsoft, and Nintendo are equally matched in terms of what they have to offer the public and are just jockeying for position, but he makes it all seem so poetic, doesn't he?

Incidentally, for those of you who don't keep up with Brit slang, "to slag off" is equal to "to dis". Also, trainers are sneakers, and David Reeves might be the only English-speaking games industry exec who needs a translator when addressing English-speaking markets.

Interview: Sony's David Reeves [Eurogamer]

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Tue, 22 Jul 2008 08:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027644&view=rss&microfeed=true
<![CDATA[ Warhammer Online Loses Four Cities, Four Classes ]]> The good news? Warhammer Online just launched its Guild Beta. The bad news? There's a bit less game for the Guilds to beta. In an interview with MMORPG.com, Mythic Entertainment VP and General Manager Mark Jacobs explains that in order for the game to be ready for launch, certain sacrifices had to be made, including nixing four of the six staring racial capital cities in favor of one for each faction, and getting rid of four of the classes that they just couldn't make work. On the cutting board are the Choppa (Greenskin), the Hammerer (Dwarf), the Blackguard (Dark Elf), and the Knight of the Blazing Sun (Empire)...two DPS classes and two tank classes.

“Of all of the news in this interview, this is the worst. Having to cut these guys out, even though it’s the right decision, I am really sorry that we have to do it. I truly am. I don’t like going to the guys and telling them ‘hey sorry, we’ve got to cut these guys out. They’re just not good enough but that was what we had to do.”

Yikes. Racial cities at launch will now be Altdorf (Empire) and Inevitable City (Chaos), with the Greenskins, Dwarves, and Elves homeless until later on down the line. Note that these are not starting areas, but bases that figure into RVR combat later in the game.

It really is shocking to see such large chunks of content cut out so close to the game's release, but I suppose it's better than just including a bunch of crap you weren't satisfied with and hoping to polish it off after the game went live. At least Jacobs didn't beat around the bush or try to sugarcoat things.

“We’ve always believed that it is important to go to the community with both good news and bad,” he said. “Whether it’s the state of the games, or just talking in the forums, we’re professional enough to confront bad news head on and not try to hide it and not try to play games and wait until the last minute when people have already bought the game to tell them. We will not play those kinds of games.”

Ever since that one summer where I did nothing but play Dark Age of Camelot all day long (Go Avalon!), Mythic Entertainment has struck me as one of the most community-centric MMO companies in the industry. Sure, this is a heaping helping of bad news, but all is not lost, right?

Jacobs Interview Part Two - Punkbuster, Capitol Cities and Careers, Page Two [MMORPG.com - Thanks Helen!]

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Fri, 11 Jul 2008 14:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5024442&view=rss&microfeed=true
<![CDATA[ SOE Awards First G.I.R.L. Scholarship ]]> Sony Online Entertainment has announced the first ever Gamers In Real Life (G.I.R.L.) design contest scholarship winner. Nearly 100 applicants submitted their video game concept art and essays for the contest, which kicked off in early April, and from those entries Julia Brasil of San Francisco was chosen to win a $10,000 scholarship at The Art Institute of California and a paid internship at Sony Online Entertainment.

“I am shocked and overjoyed to be the first G.I.R.L. Scholarship recipient,” said Brasil. “I’m really looking forward to my internship with SOE, and getting some hands-on experience at such a well-known company. It’s such a great opportunity.”

Shocked, Julia? You need to believe in yourself. Dreams really do come true; you're living proof.

SONY ONLINE ENTERTAINMENT AWARDS $10,000 SCHOLARSHIP FOR WINNER OF FIRST-EVER G.I.R.L. GAME DESIGN COMPETITION
G.I.R.L. Scholarship Program Helps Boost Female Educational Opportunity
SAN DIEGO, Calif. - July 8, 2008 – Sony Online Entertainment LLC today announced that Julia Brasil of San Francisco has won the 2008 G.I.R.L. Game Design Competition. The competition was the first of its kind and was promoted in conjunction with The Art Institutes system of schools, to encourage students toward career paths in the creative and applied arts, ultimately resulting in the development of games that are more interesting for women to play.

Brasil, a student in the Game Art & Design program, was awarded a $10,000 tuition scholarship toward her education at The Art Institute of California – San Francisco and a paid internship of up to 10 weeks at the Sony Online Entertainment studios of her choice in Austin, Denver, San Diego or Seattle.

“I am shocked and overjoyed to be the first G.I.R.L. Scholarship recipient,” said Brasil. “I’m really looking forward to my internship with SOE, and getting some hands-on experience at such a well-known company. It’s such a great opportunity.”

Brasil was one of nearly 100 applicants vying for the winning title of the 2008 SOE G.I.R.L. Game Design Competition. In order to become the winner, Brasil had to submit an in-game design, original concept art and two essays.

“We believe our groundbreaking G.I.R.L. scholarship can give Julia the foundation she needs to pursue a successful career in the video games business. SOE is thrilled to jumpstart the first step in pursuing her goals,” said Torrie Dorrell, Senior Vice President of Global Sales and Marketing, Sony Online Entertainment. “We anticipate G.I.R.L. continuing to evolve and snowball, creating even more opportunities for women to get behind these games.”

Due to the popularity of the initiative, SOE will make official G.I.R.L — Gamers In Real Life — T-shirts available for purchase sometime this summer. For more information about G.I.R.L., go to girl.soe.com.

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Tue, 08 Jul 2008 12:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5023026&view=rss&microfeed=true
<![CDATA[ Impressions: The Bourne Conspiracy ]]>

Note: This is excerpted from a review I attempted to write, but pulled back as I didn't complete the game. Some of you asked if I was willing to share my opinion of the game anyway. Last week, Brian reminded me of the strict conditions we have to do a full review, which are as much to protect the site's credibility as the writer's. But he also said that impressions are still fair game if the game hasn't been completed. I haven't, probably won't and with that caveat, here are some thoughts on The Bourne Conspiracy. It is not a full review and it's a month after the game's release. Take it for what you will.

Off the bat I wanted to like High Moon Studio’s The Bourne Conspiracy because it was a movie adaptation, but released about a year after the most recent film. That meant someone decided to do this game for a reason other than the obligatory game adaptation. And though it lacks Matt Damon’s likeness (gameplay Bourne more resembles Rob Lowe, cutscene Bourne is huskier), by itself that doesn’t deep six a good concept.

The game is touted as becoming Jason Bourne — a man who knows neither his identity or his past, only his present, and his capacity for killing others within that present. That kind of immersion is an ambitious goal, and the game doesn’t quite get there. It never felt like my goal was to piece together Jason Bourne’s past, or even inhabit his persona. In the end it’s an action game with a story that doesn’t get in the way, but no a-ha moment where you transform from just a guy with guns and deadly hands into someone truly special.

Where this game shines is in its hand-to-hand combat. The "takedown" is the game's showpiece, and most everything in your combat is geared to triggering it. You earn one after filling an "adrenaline meter" to a certain point (or more, to take out multiple enemies). Then by slamming a button, you get to watch a very entertaining cutscene in which you take a part your foe, and there's nothing they can do about it. By the time you get into your fights, you have so much hostility welled up that slamming someone’s head into the edge of a toilet is eminently cathartic. The game will improvise flawlessly with the available environment.

Unfortunately, as you wade through bad guy after bad guy, you get to a point where you just want the combat over. It then becomes a process of executing three combos, throwing up a block, and combo-blocking until you finally get the magic button that puts an end to what are typically overly long encounters with minor foes. Rarely was I able to string together more than four combos, and the devastating kicks require plenty of lead time, you'll rarely use them on tougher settings where your assailants are faster.

The takedown conditions you in other ways too; your enemies can perform a takedown, and you'll notice one's coming when a certain sound rings in your ears and the screen slows down. Then you have a simple one-button task to parry or reverse the attack. This same procedure is repeated for certain cutscene cinematics. In other words, you really shouldn't put your controller down and watch at any point, because you never know when you’ll be called to hit the correct button (it always changes) and get your ass out of trouble. I could have stood to see these button cues a little more complicated, to be honest.

But the game has seriously flawed gunplay mechanics. There’s no other word for it. It’s abysmal. If you are a highly-skilled FPS or third-person free-aimer, you might have less of a complaint than I do. But whatever your skill level, this game is least fun when a gun is in your hands. The game encourages you to use your “Bourne Instinct” — a non-bullet time spider sense — to find your targets, but it is not a true lock-on, unless your target is stationary. Also, at higher levels, you drain "adrenaline" using this. Ambushes will require you to run it out completely.

The lack of weapon variety also hurts the game. You can carry a handgun and a long arm, but I never sensed any difference in weapon types beyond rate of fire. There's no incentive to scan your environment for a particularly deadly rifle or a sidearm with pure stopping power. There are also no melee weapons nor grenades, which I suppose is not entirely necessary for this genre, but would be great at breaking up the repetition of the combat.

I played midway through on Agent setting, then again partway on trainee, getting roadblocked each time at Vilnius trying to take out the tank. Controller-throwing fits. Am I a bad gamer? Is this a bad video game? Both are probably unfair characterizations. It's not good enough for a complete review, but I made the decision that suffering through that round for another 20 deaths spread over an hour would not change my impression that The Bourne Conspiracy is a novel concept for a linear shooter that accomplishes one thing well, and is hamstrung by the rest of its controls. Lots of folks have said this is a great rental, not a great purchase. That's a pretty fair grade.

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Sat, 05 Jul 2008 19:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5017925&view=rss&microfeed=true
<![CDATA[ New Details On DC Universe Online ]]> With Marvel Universe Online canned by Microsoft, the only hope comic book geeks like myself have to see their favorite men-in-tights in an MMO setting is Sony Online Entertainment's DC Universe Online for the PC and PS3. The latest issue of Edge magazine has the scoop on the heroes versus villains title, and while you can't be Superman you might just get a chance to punch him right in his stupid Kryptonian face.

At its core it s