<![CDATA[Kotaku: flagship studios]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: flagship studios]]> http://kotaku.com/tag/flagshipstudios http://kotaku.com/tag/flagshipstudios <![CDATA[Where Hellgate: London And Flagship Studios Went Horribly Wrong]]> Hellgate: London's development, like its eventual implosion, was epic. At GDC, Stephen Goldstein, Flagship Studio's ex-director of business development, explained just how what seemed like a guaranteed hit went horribly, regrettably wrong.

Goldstein reminded us first of the happier, more hyped times at Flagship. In October 2007, when the founders of Blizzard North were on the verge of launching their new company's first title, Flagship had secured 60 magazine covers to promote game. It had six publishers worldwide, and five co-marketing partners—meaning millions of dollars in marketing funds—in addition to comic books, novels, manga, action figures, and more, all born from original, internally owned IP.

But just nine months later, Flagship was laying off a hundred-plus employees, unable to pay the bills and beginning the process of handing off Hellgate: London to someone else. What went wrong?

Many things, according to Goldstein, including the fact that Flagship really hadn't considered failure an option.

"Everything was plan A," he said. "There was no plan B. Everything was going to be a massive success."

Part of the reason for Flagship for not having a "plan A" was that the developer had begun to believe its own hype, he said. Not every person involved in the development of Hellgate: London was like a lemming blindly walking itself off of a cliff, Goldstein noted, but he warned other developers in attendance to get outside feedback from those not invested in the success of the game.

"When everyone's telling you how great you are, take a step back and reevaluate," Goldstein warned, "We really had no objective point of view. Everyone was in the trenches."

Even the game-buying public had begun to believe the hype, a product of a massive marketing assault that resulted in lofty expectations. Goldstein said that "No matter what we would deliver [with Hellgate: London] it would be impossible to meet those expectations."

One of the other contributors to Hellgate: London's failure was tackling "too many firsts." It was Flagship's first 3D game, it's first first-person shooter, it's first subscription based game, and it's first time creating software as a service. On top of that, it planned to release the game worldwide in 17 languages, which required 17 builds of the game, with each of its six publishers looking to score "something special" for their version of the game.

Another factor was Hellgate's ill-defined structure. It was a single-player game with a multiplayer component that was split into a free-to-play tier and a subscription-based tier.

But what Goldstein called "the company-killing moment" was that, at one point, it had passed on investment. That, hypothetically, could have given Flagship an extra four to five months of development time, a period Goldstein feels could have given the developer enough time to deliver a polished product.

Remember, when someone hands you money, take it.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5185508&view=rss&microfeed=true
<![CDATA[Cryptic Hires Flagship Co-Founder]]> Cryptic Studios hired Bill Roper, former Director of Blizzard Entertainment and co-founder of Flagship Studios , as the company’s Design Director, they announced today.

“Bill brings a ton of creative energy to the Cryptic office and we’re thrilled to have him join our team,” said John Needham, Chief Executive Officer for Cryptic Studios. “His years of gaming and online experience are huge assets to all of our projects, and Bill will assist us in furthering our studio’s vision to create innovative, exciting MMO gameplay.”

The news comes about four months after the publisher of Hellgate went belly up and Roper broke down why the shooter, MMO, RPG didn’t do so well. Hellgate, which seems totally rudderless now, officially closes its doors on Jan. 31.

“Cryptic has experienced huge growth over the past year and has exciting opportunities ahead of it,” said Bill Roper, Design Director, Cryptic Studios. “The company knows how to choose compelling IPs that have rich histories such as Champions and Star Trek. I’m looking forward to working with the team.”

Cryptic Studios Hires Industry Veteran Bill Roper

Los Gatos, CA – November 3, 2008 – Cryptic Studios™, one of the leading independent developers of massively multiplayer online role-playing games (MMORPGs), announced today that Bill Roper has joined the company as Design Director and will be working on Champions Online™.

“Bill brings a ton of creative energy to the Cryptic office and we’re thrilled to have him join our team,” said John Needham, Chief Executive Officer for Cryptic Studios. “His years of gaming and online experience are huge assets to all of our projects, and Bill will assist us in furthering our studio’s vision to create innovative, exciting MMO gameplay.”

“Cryptic has experienced huge growth over the past year and has exciting opportunities ahead of it,” said Bill Roper, Design Director, Cryptic Studios. “The company knows how to choose compelling IPs that have rich histories such as Champions and Star Trek. I’m looking forward to working with the team.”

As a 14-year game industry veteran, Roper has worked directly on numerous top selling titles, including the Warcraft, Starcraft and Diablo series. He joined Blizzard Entertainment in 1994 to work in sound, music and voiceover, eventually being appointed as Vice President of Blizzard North and a Director of Blizzard Entertainment where he managed all external projects and coordinated internal development teams. In 2003, Roper co-founded Flagship Studios and Ping0 where he held the role of CEO for five years and oversaw the launch of Hellgate: London and development of Mythos.

Cryptic Studios, headquartered in Los Gatos, is currently in production of two highly anticipated MMO action games, Champions Online and Star Trek® Online. Champions Online, based on the popular Champions™ pen-and-paper RPG and published by 2K Games, will give players the power of total customization for their hero experience while they explore a vast comic book universe. Set in the year 2409, Star Trek Online will allow players to immerse themselves in the future of the Star Trek universe, exploring strange new worlds, seeking out new life and new civilizations in an ever expanding vast universe.

For more information about Cryptic Studios, please log onto www.crypticstudios.com

About Cryptic Studios
Cryptic Studios, Inc., based in Los Gatos, CA, and established in July 2000, is one of the leading independent developers of massively multiplayer online games. Cryptic is developing three major titles for the PC and current generation consoles, including Star Trek Online, Champions Online and an unannounced project. Cryptic Studios is an independent, employee-owned company committed to delivering the next level of MMOG gameplay. For more information on Cryptic Studios, please visit www.crypticstudios.com

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5074847&view=rss&microfeed=true
<![CDATA[Hellgate: London Slamming Shut On January 31st]]> Will the last Templar Guardian please turn off the lights and do whatever it is that you do to auras that makes them stop glowing - Hellgate: London is shutting down.

Flagship Studio's troubled demon hunting MMO will be shut down at midnight on January 31st 2009. Namco Bandai, who have been running the Hellgate servers since Flagship went under, say that the game will be free to play until it is shut down.

The game had been plagued with bugs and operational problems since its 2007 launch and eventually led to its developers, Flagship Studios, going out of business in July this year.

Hellgate: London Closing January 31st [Gamespot]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5068506&view=rss&microfeed=true
<![CDATA[Hellgate Creator On Why Hellgate Sucked]]> Poor Hellgate. It promised so much, and delivered so little. So little, in fact, that it drove developers Flagship Studios out of business. As the mourners file slowly away from the studio's funeral and make their way towards the free finger food and drinks, it's time to reflect on just why Hellgate never made it. Creator Bill Roper has a fairly good idea:

Some of them were just bad timing in the PC market. The PC market was lousy last year. Some of it was the fact that we were an independent studio. We didn't have unlimited money, and we had to ship when we had to ship. Part of it was because we overreached, and that was a design problem that was totally our fault. We tried to do too much. We tried to be a standalone game and a free-play game and an MMO and an RPG and a shooter. We were trying to be something for everybody and ended up really not pleasing many people at all....

Sounds about right to us!

Bill Roper: 'Hellgate Wasn't As Good As It Should Have Been'
[1UP]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5038652&view=rss&microfeed=true
<![CDATA[Namco-Bandai Rescuing Hellgate From Sinking Flagship?]]> Namco-Bandai may be stepping in to rescue Hellgate: London from embattled Flagship Studios, who recently suspended private testing for Mythos in the wake of widespread reports that the studio was shutting down.

We've approached Flagship for comment and they've yet to explain their status to us. Then, a posting appeared on Hellgate's official forums from Namco-Bandai's senior director of business development, Zack Karlsson, stating:

Hello Hellgaters,

I know everyone is looking for an announcement, and we'd love to make one — but right now, many things are in flux and we don't have all the information yet. As soon as we do, we'll post here on the forums, on the website, and anywhere else we can find you.

The posting continued:

In the short term, please do not worry. The game is up, the servers are not going away in the short term and any major changes to status will be communicated in advance.

I'd like to ask for your patience as we try to figure it all out and chart a new course. We value your community, your commitment, and your passion for Hellgate and we will make sure that any solution that we architect will support all of you as best as we are able.

Thanks again. We hope to have a real announcement shortly.

Add in the fact that there's now a Hellgate page on Namco-Bandai's official site, it certainly looks like it would like to help out — if they can. HanbitSoft, Flagship's Korean partner/owner, recently claimed Flagship rejected its attempts to buy Hellgate out, and that the game is actually collateral on a loan made to the studio by Comerica. Namco-Bandai most likely had to do some wrangling (and maybe still has to do some) to set this up.

As for Mythos, HanbitSoft itself claims the right to that. We've contacted Namco-Bandai for comment, continue to check in with Flagship, and will update with anything we receive.

[via Videogaming247]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5028206&view=rss&microfeed=true
<![CDATA[Flagship Suspends Mythos Indefinitely]]> Flagship Studios has reportedly suspended private beta testing for Mythos, shutting down the game's servers and message board — but not before an official explanation was posted on the forums by Flagship co-founder and COO Max Schaefer:

Unlike most games, Mythos has been running with our testing community for almost its whole life. I really feel like we’ve all done this together. And despite this bump in the road, I think we’ve succeeded wildly. This is undoubtedly the best game community I’ve ever seen. This is the best game development team in the world, in both Seattle and San Francisco. The things we’ve learned here, and with you all, will be with us forever."

The game's official site calls the suspension a "hiatus," but offers no date as to when private beta or further development will resume.

We recently spoke to Flagship Studios, who told us at the time that despite some rough patches after Hellgate: London launched, the studio was fully staffed and dividing its time between maintaining Hellgate and testing Mythos.

But in his statement, Schaefer said:

"PC gaming is changing, and I believe we’ve had a sneak preview with Mythos. With any luck, this will not be a long hiatus, and Mythos will be back. But even if it’s not, and even if we all move on, we’ve taken a lot of important steps forward. Game development is in many ways a continuum, and we all build on what came before. I know neither [lead designer Travis Baldree], the great Mythos dev team, nor myself are planning on doing anything but make games into the future. So no matter what, we’ll pick up where we left off, and you’ll be hearing from us shortly. We may not be the best business people on the planet, but we know how to make games."

We've contacted Flagship for further details and will update as we receive them.

Max Schaefer's Thank You [Via Gamasutra]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5027379&view=rss&microfeed=true
<![CDATA[Flagship Sunk, Who's In Charge of Hellgate?]]>
Word started passing yesterday that Flagship Studios went caput, and now multiple sites are reporting that the Hellgate developer is indeed no more.

We got an anonymous tipster who said Flagship shut down abruptly yesterday, and that developers for both Hellgate (San Francisco) and Mythos (Seattle) have all been pink-slipped. "But there's also hope that they will all have their jobs back at the end of next week at a brand new company," our tipster says.

But wait, there's more. Flagship's Korean partners/owners, Hanbitsoft, were said to be taking over. That sparked a foofaraw regarding who owns the Hellgate intellectual property.

Fan site Hellgate Guru first reported that HanbitSoft was taking full control of Hellgate: London and intended to continue the game. That brought a forceful denial from Flagship, and confirmation from HanbitSoft's own attorneys (who slipped in a backhanded dig at the failing studio, which pretty much confirms Flagship's demise.)

HanbitSoft's attorneys said that while they're an exclusive licensee of Hellgate and Mythos, it's been pledged only the Mythos IP. Secured lender Comerica gets the Hellgate IP as collateral on the loan. Either way, Flagship does not own either, and also:

[I]t is unfortunate that Flagship turned down additional investments HanbitSoft offered to make that would have allowed it to keep its doors open, but HanbitSoft hopes to work with Comerica and some of the team at Flagship to see if there is a way to continue to generate content to keep Hellgate online in Asia and to finish the development of Mythos.

That sounds like the "brand new company" possibility our tipster mentioned. Either way, HanbitSoft says it threw Flagship a lifeboat, and it chose to go to the bottom. Ouch.

Finally, VE3D says it got more confirmation early this morning:

Flagships's Community Manager, Taylor Balbi, has revealed, through sources, that all Ping0 and Flagship Studios staff have been made redundant. Employees were notified at a company meeting and subsequently informed that the offices will be officially closed on Saturday. Balbi went on to reveal that three of the studio's top brass dug into their own pockets to provide 30 days of pay to all employees.

Our source says an official announcement will come next week (like what, at E3?)

Flagship Studios' Closure Confirmed, All Staff Fired, All I.P. Lost [Voodoo Extreme]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5024558&view=rss&microfeed=true
<![CDATA[Interview: Flagship Studios On Life After Hellgate Launch]]> What happens at the studio when a game doesn't sell as well as was hoped? Imagine being at Flagship Studios after Hellgate: London's launch stumbles, which 1UP identified as "one of the top 5 worst PC game launches of all time." Angry PC gamers even invented a special term, "Flagshipped," to refer to when a company overpromises and doesn't deliver.

If you think morale might suffer on the team, a blog entry from Flagship Studios audio and gameplay manager Guy Somberg suggests you might be right. Somberg said on his blog that work had become "depressing" because of fan response to Hellgate's issues. (The original post has since been pulled, but MMO fansite IncGamers retrieved it.)

Although Somberg wrote that he loved being part of Flagship, he also expressed a fair bit of worry about many of his colleagues moving on from their jobs:

Thing is, the way things are going I’m likely to be the only programmer still working on Hellgate left from the original crew. I’ve heard rumours that other programmers and artists are thinking of leaving.

And with Somberg himself writing that he was "getting burned out on Hellgate," Kotaku decided to reach out to Flagship Studios and see what was really going on.

We first heard back from Flagship's marketing communications manager, web manager and writer Ivan Sulic, who said while he couldn't speak about Somberg's emotions, he guessed they were "like anyone who spent a lot of time and effort on something that wasn't received as well as hoped... And then a few of our friends and coworkers left. It's a bummer."

Bummers aside, though, Sulic said that nobody's been taken off or left the Hellgate team except for systems programmer Peter Hu, who's been able to work on some other projects now that the game is well underway. Said Sulic, "Everything else is pretty much business as usual."

Said Sulic, "We've actually had very few people leave. Flagship is still fully staffed and working on both Hellgate and Mythos... I think we have about 100 employees now."

Some people have moved on from Flagship, said Sulic, due to simply moving up on their career paths or being tired of windy San Francisco, but said those departures don't constitute cause for alarm. "People finish a game, want to work on something else, and then leave to do just that. It's pretty typical in this industry. I don't know the exact number, but we couldn’t have had more than five or six departures. Still, if those five or six dudes are people you work with everyday, it can't feel great."

And Somberg himself joined the conversation. "Ivan said it quite well," he said. "Things here at Flagship are running business as usual. We’ve just put a build of Chronicle 2 onto our test center, which has represented a lot of hard work from everybody at the company, myself included."

Somberg said he'd written that blog post on a day when he felt "frustrated and overwhelmed," but that after some hot chocolate, a few hours' game time and some sleep, he felt better.

Said Somberg, "I was surprised and disappointed at the community’s response to my words, which were more directed at my family and friends to describe my state of mind at the time, than to give any sort of insight into the company. Personally, I think that the 'Towers of Hanoi' series of posts on my blog is far more interesting and worthy of commentary and analysis."

"I’m sorry to have caused such a ruckus over such a small thing."

On the bright side of things for the Hellgate team is the fact that the game is performing so well in Asia. The studio said it had the best Korean game launch in 3 years, leading to Hellgate becoming the ninth most popular online game in an MMO-saturated region.

It's often easy for us as gamers to criticize the studios when they make mistakes, and to feel vengeful when we're disappointed. It's probably best for us all to keep in mind that behind every big publisher's title is a team of developers who hoped to provide the best experience they could, human beings who feel bummed out when the results aren't what they hoped.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5014976&view=rss&microfeed=true
<![CDATA[Hellgate: London Korea's Most Successful Launch]]> From worst to first! Just last month, Flagship's Hellgate: London made 1UP's list of the top five botched PC game launches of all time, with regular server crashes and people being billed multiple times for premium subscriptions. The Southeast Asian launch went even worse, with Infocomm Asia Holdings nearly wiping all player progress within the first 30 days of launch. It's amazing what a few months can do, because now Hellgate: London is being touted as Korea's most successful online game launch in 3 years. There are over a million active accounts, and the game is the 9th most-played game in the country. Sheesh. "To become the most successful launch in Korea for over three years is an incredible achievement," said Bill Roper, CEO of Flagship Studios.

"This milestone wouldn't have been possible for us to achieve without the incredible support of our publishing partner, Hanbitsoft, and our dedicated community in Korea."
Wow, that Hanbitsoft must have the most magical marketing team ever! Hit the jump for the press release, which actually contains the words 'Hellgate", 'Successful', and 'Launch', all in the same spot.
Flagship Studios' HellgateTM: London Celebrates The Most Successful Online Korean Launch In Three Years

San Francisco, CA (April 11th, 2008) - Flagship Studios today announced that its action role-playing game Hellgate: London has become the most successful online video game launch in Korea of the past three years with over 1 million accounts registered within the first two weeks of its open beta test. Hellgate: London is the first online game in over three years to use a monthly subscription business model.

After launching the open beta on January 15th, Hellgate: London quickly rose to the ninth most played online game, fifth most popular RPG and most popular online beta game in PC Cafes*, with over 1 million accounts. Hellgate: London was released commercially on February 22nd, and achieved record sales in its first week of presales.

"To become the most successful launch in Korea for over three years is an incredible achievement," said Bill Roper, CEO of Flagship Studios. "This milestone wouldn't have been possible for us to achieve without the incredible support of our publishing partner, Hanbitsoft, and our dedicated community in Korea. We look forward to expanding the Hellgate universe and building upon this success in the future."

"Flagship Studios are well aware of how the Asian market operates very differently to the Western territories" said Alex Kim, CEO of HanbitSoft, "By listening to players' feedback and through constant updates to the game, Hellgate: London will continue to be an incredible success throughout Asia."

Hellgate: London combines the depth of role-playing games and the action of first-person shooter titles, while offering infinite playability with dynamically generated levels, items, enemies, and events. Whether online or off, a player creates a heroic character, completes quests, and battles through innumerable hordes of demons to advance through experience levels and branching skill paths. A robust, flexible skill and spell system, highly customizable appearances, and a massive variety of randomly generated equipment allow players to create their own unique hero.

For more information please visit the official Hellgate: London site at www.hellgatelondon.com
*According to Gametrics and Game Report


]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=378674&view=rss&microfeed=true
<![CDATA[Hellgate: London Gets Patched]]> Flagship Studios has announced a new patch for Hellgate: London. Patch 1.2 contains a bunch of new features and improvements to the game. Most notable is the addition of an in-game mail system that will allow players not only to communicate, but to send items to each other as well. There is also a major character class balance and upgrades to certain in-game characters. Also included is a new enemy, six new weapons, higher monster spawns in certain areas and "pets with abilities."

All the gory details of the patch can be found on the Hellgate:London forums.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=371843&view=rss&microfeed=true
<![CDATA[Mythos Gameplay Makes Us Question Life, Allegiance]]> Most of us at Kotaku (everyone minus Fahey) generally avoid MMOs like cactus barbed with Hello Kitty needles. But this new trailer of Mythos (the Flagship Studios Diabloesque MMO made by some ex-Blizzard folks) has us seriously questioning whether or not we really need lives after all, and if interactions with others—in the flesh, without the +2 Electric Boots of Courage—aren't entirely overrated.

It's a short clip, but it gets the point across. Until we see Diablo 3, this is our Diablo 3. On a side note, if Blizzard wants my $15 a month, they officially know how to get it.

New footage from Dialbo-y MMO Mythos
[via N4G]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=345558&view=rss&microfeed=true
<![CDATA[Hellgate Halloween Xfire Chat]]> Xfire is hosting a special chat with the developers of Hellgate: London this Wednesday, which acts as both the launch day for the game as well as International Spooky Day. Flagship Studios CEO Bill Roper rounds out the five-man crack team of people who discuss things:pertaining to Hellgate:

* Bill Roper, CEO Flagship Studios
* Aletheia Simonson, Art Producer
* Bill Manegold, Game Programmer
* Amir Ebrahimi, Graphics Programmer
* Guy Somberg, Audio and Gameplay Programmer
The team will discuss the ins and outs of creating the game while touching on the game mechanics, classes, multiplayer, etc. The chat is scheduled for 10PM GMT, which in a real time zone like Eastern is 6PM. Silly made-up time zones.

Hellgate: London Page at Xfire [Xfire]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=316228&view=rss&microfeed=true
<![CDATA[Hellgate: London Goes Gold, Spawns Demo]]> It's been an extremely long time coming, but Flagship Studios has announced that the oft-delayed Hellgate: London has finally been freed from the nest, finding a new home at the manufacturing plant. A very proud Bill Roper of Flagship, teary-eyed from an errant stream of champagne and certainly not emotion, said that making Hellgate: London was an "amazing journey for us."

Whomever writes the press releases at EA or Namco Bandai Games reveals that the singe-player demo for the PC game will go live this Friday, October 19. Gamers will get their hands on the full version of the game on Halloween day. Yay!

HGL Gone Gold, Demo Coming! [Hellgate: London]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=312123&view=rss&microfeed=true
<![CDATA[Diablo 3 Talk From Blizzard's Ex]]> In an 'If I Did It' type of hypothetical exploration, ex-Blizzard ex-Diablo designer Bill Roper drops his focus on Hellgate: London and talks about the difficulties in designing Diablo 3 to be everything the fans dream it will be.

I think with Diablo, for example, the camera angle is a big part of it. I think with the Diablo series there is a level of expectation about only using the mouse to move.
To be honest, the way that Blizzard is approaching StarCraft II is really smart. They're saying, 'OK, what do the millions of StarCraft fans very specifically want from a StarCraft experience? Great, well that's what we're going to give them.
As a moderate StarCraft fan, I have to agree that Blizzard nailed the feel of the game and provided all the upgraded sheen I'd hoped for. But with the Diablo franchise, it's more probable that Blizzard is feeling bigger pressure (internal or external) to completely revamp and ditch the isometric design—one of the very things that makes Diablo feel like Diablo. I don't want to say I'm outright against the idea, but Diablo 2 with more classes and better graphics doesn't sound like the absolute worst thing in the world, either.

Bill Roper: What I'd do with Diablo 3 [cvg]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=308209&view=rss&microfeed=true
<![CDATA[Hellgate: London Fleet Adds Jeep]]> The original Hellgate: London hatchbacks geared for the Korean market were cute, the follow up VW, not so much. But the Jeep? A smidge more badass. While I certainly wouldn't want anyone to pimp my ride in such a fashion, you really have to admit the Hellgate: London marketing team really knows their car decals. Probably not a great box quote, yes, but I'm trying to be positive here.

Oh. The Hella lights are a nice touch, though most likely unintentional.

A pretty gal, Luke or a potato? [Angelace's Hellgate: London Blog, thanks Dennise!]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=268938&view=rss&microfeed=true
<![CDATA[Hellgate: London Collectibles For Serious, Rich Fans Only]]> I really have no idea when Flagship Studios' Hellgate: London is supposed to ship—who can keep up anymore?—but I am now well aware that Weta's Hellgate: London collectibles are shipping this month for sure.

A bit pricey at $225.00 USD each, but they sure look fancy. Perfect for your glass display case that no one is allowed to touch, smoke near or stare at for extended periods of time. In fact, don't even look at the pictures online too long, lest you somehow degrade the real-life versions. They're that precious.

There are four up for pre-order, including the Hunter, Cabalist, Templar Male and Templar Female, but only 1,000 editions of each. The Hunter and Cabalist are both female, too, but you've probably figured that out by the carefully sculpted breasts.

Anyone out there planning on dropping almost a cool grand on all four? If so, can I borrow a tenner?

Hellgate: London Collectibles [Weta, thanks Dennise!]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=265283&view=rss&microfeed=true
<![CDATA[Hellgate: London "Elite" Subscriptions Revealed]]> Flagship Studios' released-any-day-now PC game Hellgate: London was revealed to have a monthly pricing scheme earlier this year, but details on exactly how hard the Diablo-like title is going to nail you in the wallet have been scarce. According to fansite Hellgate Guru, specifics on what that fee is and what it'll get you are contained within the latest issue of Games For Windows magazine.

Simply, if you don't pay the monthly fee, purported to be $9.95 USD, you're going to be flying coach in Hellgate: London. Folks who pony up for the "Elite" tier will see a number of benefits which include, but are not limited to, additional character slots, a Hardcore difficulty level, VIP shuttles, and visual distinction from lower-class players.

More potentially contentious are restrictions on forming guilds for the non-Elite and server queue prioritization for subscribers. The full details are linked below. I'll wait patiently for my copy of GFW to show up in my mailbox in the meantime.

Elite Subscriptions - $9.95 a month and other details! [Hellgate Guru via Shacknews]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=258845&view=rss&microfeed=true
<![CDATA[Unsubstantiated Rumor: Hellgate Source Stolen]]>

Gamers With Jobs is claiming that Flagship Studios servers have been hacked by a nefarious Chinese cybercriminal and the source code for Hellgate: London has been stolen.

Weirdly enough, this all seems to be news to Bill Roper of Flagship, who says he has 'heard the same rumors' but 'cannot confirm or deny that any code has been lifted from their studios.'

Apparently, the source code is now available for sale on a Chinese website... a shiny no-prize to the Kotakuite who can find it! As for Hellgate: London, this news, if true, sucks. Everyone knows that the ultimate value to Valve of the HL2 source code theft was giving them a plausible excuse to miss their inexplicably optimistic release date. I want Hellgate sooner rather than later... let's hope this is just an unsubstantiated rumor.

Hellgate: London Source Code Stolen [Gamers With Jobs]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=186426&view=rss&microfeed=true
<![CDATA[Hellgate: London's Latest Screenshot Secretion]]>

Voodoo Extreme has posted some new screenshots for Hellgate: London, a game I have just started to get really excited about because I finally have a rig powerful enough to play it. This also qualifies as news because the screenshots feature what appears to be a sexy cyborg assassin hacking zombies apart with a samurai sword: we at Kotaku have an affinity not only for sexy assassins (see: Eliza) but also for brainless zombies (see: Ashcraft, Crecente).

But here's a serious question: is this game ever coming out? We're sure a complete movie of the game from start to finish could be put together at this point simply by lining up every screenshot that Flagship has hemorrhaged onto the Internet into chronological order as a flip book.

Hellgate London Screenshots [Voodoo Extreme]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=179271&view=rss&microfeed=true
<![CDATA[42 Hellgate Questions With Flagship Studios]]> hellgateguru.jpgThere's an immense, 42 question Q&A with Flagship Studios' Community Manager, Ivan Sulic, over at Hellgate Guru. Obviously, it's about Flagship's upcoming Diablo-2-alike, Hellgate: London, in which you blaze your guns through demon-infested, post-apocalyptic Piccadilly and Trafalgar. Right on.

Ivan Sulic seems bound by some sort of totem not to reveal details about some of Hellgate: London's tastier features, like the multiplayer PVP and modding systems. However, there's still a lot of tasty information on bosses, dynamic emergent quests, how the weapons and combat systems work, players dyeing their clothes and walking around like post-apocalyptic Bozo-the-Clowns and — our favorite subject — brutally dismembering the hordes of hell with a shotgun blast to the abdomen.

If you're excited about Hellgate: London, there's enough detail here to get your O-Ring humming with excitement.

Hellgate Guru Community Interview [Hellgate Guru]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=160335&view=rss&microfeed=true