<![CDATA[Kotaku: Pandemic]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Pandemic]]> http://kotaku.com/tag/pandemic http://kotaku.com/tag/pandemic <![CDATA[ Frankenreview: Mercenaries 2: World In Flames ]]> Pandemic Studio's 2005 Mercenaries: Playground of Destruction, took the sandbox genre and placed it in a military setting with rather impressive results. Three years, various delays, and a purchase by Electronic Arts later, Pandemic gives us Mercenaries 2: World in Flames. Swapping the previous game's Korean setting for Venezuela, Mercenaries 2 ups the ante with improved graphics, an enhanced arsenal, new fire physics, and am all-new multiplayer co-op mode, Has the leap to new and improved consoles produced a new and improved game? See what happens when game critics team up to take on Mercenaries 2: World in Flames.


Eurogamer
...apart from some cool explosive effects and solid controls, Mercenaries 2 is utterly mediocre in almost every sense that matters. From the initial sorties onwards it's bogged down by the worst kind of brain-dead cannon fodder enemies, lead-you-by-the-hand level design, arbitrary boundaries, and some technical howlers. It lacks challenge, excitement, personality and any real verve whatsoever.

Videogamer.com
One of the fundamental problems is the AI of enemies. We've seen plenty of action games with dumb enemies, but those in Mercs 2 rank very near the bottom of the list. They show almost no signs of intelligence other than raising alarms or occasionally moving to a vacated gun emplacement. We regularly saw enemies stood motionless between buildings, firing RPGs at us from touching distance and driving into each other

IGN
Mercenaries 2 seems balanced for two players more so than one. Especially since, in co-op, your teammate can revive you if you die. They just have to get near you, hit the proper button, and you're back on your feet. In single-player, death kills you, so to speak. It helps to communicate, as one man's explosion can often be his friend's untimely demise. With two people calling in air strikes, these can get pretty crazy on screen. There's something eerily poetic about laying a hail of bullets on an enemy as your face is awash in the glow of a nuclear detonation. Co-op is a powder keg of goodness.

Gameplayer
There’s also the occasional odd visual glitch or letdown. Scooting about in a chopper, at one point, we were engulfed in the thickest fog of war seen this side of an RTS. Other glitches saw the AI spot our position even though we were obscured from view, and our support chopper got stuck on the environment on more than one occasion. That said, these aren’t deal breakers. For a virtual world that spans 8 square kilometres we guess this sort of stuff is, at times, unavoidable.

Variety
But what makes the game a true standout is how streamlined its design is — the controls are extremely approachable and players are trained slowly in their use. Rather than inserting endless fill-in dialogue, "Mercenaries 2" makes in-depth data on characters, locations and story elements available for optional reading through an intuitive menu interface. The overall effect is that players can concentrate on everything there is to do in the game world without getting stuck in an overburdened story or overcomplicated controls.

Things aren't always simple in the world of mercenary game critics.

]]>
Thu, 04 Sep 2008 12:30:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5045498&view=rss&microfeed=true
<![CDATA[ Hey, LA, Mercs 2 Will Buy You (Real) Gas Today ]]> Live in LA? Drive an automobile? Call it gas, and not petroleum? Oh boy is this your lucky day. Starting at 6am today (so SOON), the Mobil at 8489 Beverly Blvd will be taken over by EA. They'll be there to shill Mercenaries 2. There'll be attendants dressed up as mercenaries, there'll probably be all kinds of various promotion materiel lying around, but most important of all: there'll be free gas. Yup. Free. Gas. There's a statement to be had about gas, American consumer culture and the resource-driven conflict that drives Mercenaries 2's storyline somewhere in all this, but really, it'll be lost amidst the fact EA are practically giving away money.

Mercenaries 2 Giving Away Free Gas in L.A. Tomorrow [1UP]

]]>
Fri, 29 Aug 2008 07:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5043370&view=rss&microfeed=true
<![CDATA[ Pandemic Batman Game Given The Arse ]]> Another rumour burger! Let's pile this one atop the other Pandemic Batman ones and just chow down. According to Australian Gamer, the staff working on Pandemic's Batman game - which was being developed at the studio's Brisbane outpost - have been told to wind things up. Game's cancelled. Why? Seems it missed too many deadlines, and "the higher ups" - either EA or Pandemic HQ - decided it was time to cut their losses. Do try and keep the already-tiring "why so serious" jokes to a minimum, please.

Why so serious Pandemic? [Australian Gamer, via Kotaku AU]

]]>
Wed, 27 Aug 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5042790&view=rss&microfeed=true
<![CDATA[ Get Some More! New Mercenaries 2: World in Flames Video ]]>
We have been posting quite a few videos on Mercenaries 2, but this one is without a doubt my favorite. Can anyone say airstrikes? Well, this video has tons of em' and the best part is the song they blow up to! Tchaikovsky's 1812 overture! The game comes out next week.

]]>
Mon, 25 Aug 2008 20:00:00 MDT Adam Barenblat http://kotaku.com/index.php?op=postcommentfeed&postId=5041723&view=rss&microfeed=true
<![CDATA[ Mercenaries 2 Co-Op Is Drop-In, Drop-Out ]]> It's not like Mercenaries 2 wasn't looking good enough on its own. But hey, co-op never hurts, it only helps, especially when it's instituted in the way Pandemic have it running for Mercenaries 2. After you start, there's no game-interrupting menu screens, no lobbies, nothing. It's drop-in, drop-out combat, and while the guest's progress through the campaign won't be saved when they quit, they will get to keep any cash and weapons they pick up. As for the host, there's no adjustments made to the game when playing co-op, which means no extra enemies. So if you're stuck on a spot, no problems, just get a friend playing and you can hide your singleplayer shame amidst the high-fives and hollering.

Mercenaries 2 Co-Op Hands-On [IGN]

]]>
Tue, 12 Aug 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5036376&view=rss&microfeed=true
<![CDATA[ First Details On The New Batman Game ]]> As it stands, nobody has commented officially on the specifics of the next Batman game. Hell, nobody has officially acknowledged that the game even exists. That doesn't mean we can't hear about it unofficially, however. So, courtesy of someone who's already played the game, let's look over the first details on what you can expect from it, and how it's shaping up.

Firstly, our source confirms Pandemic as the developers behind the title, though we pretty much knew that already. Secondly, a good portion of the game is set in a GTA-style rendition of Gotham City, which plays a lot like Spiderman 2 as Batman zips around (he even gets a grappling hook for swingy-swingy when not using the Batmobile) attending to crimes. And thirdly? As was first raised last week, it's not in the best shape, perhaps explaining why the project has been kept in the *ahem* dark for so long.

Seems the combat just doesn't work. Partly due to the game's wonky free-roaming camera system, partly due to the mashy hand-to-hand combat, partly due to the limited range of moves Batman has at his disposal, which makes the whole thing awfully repetitive. Which is a bit of a shame, though realistically, with no official announcement, let alone release date, there's plenty of time to fix that kind of stuff. On a brighter note, another source tells us Pandemic have taken a few creative liberties with the game, and while it's based on The Dark Knight, the game's actually set after the events of the movie, which should at least be interesting from a story-telling perspective.

]]>
Tue, 12 Aug 2008 00:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5035832&view=rss&microfeed=true
<![CDATA[ Batman Game Exists, But Is In Limbo, Says EA "Insider" ]]> We already know a new Batman game is in development. IGN accidentally spilled the beans, Gary Oldman accidentally spilled the beans, that's too many spilled beans. But...if it's been in development for so long, where, uh, is it? There's been no official announcement from the rumoured publishers, EA or the rumoured developer, Pandemic. No screens, no vids, no press releases, nothing. Speaking under the condition of anonymity with the Associated Press, an "EA Manager" may have revealed why. Not only has this insider given further confirmation that the game's currently in development, but has seemingly given AP a laundry list of potential reasons for the delay, which they say range from Heath Ledger's death to "missed deadlines" to "questionable quality", amongst others. None of which sound particularly promising.

'Dark Knight' reigns not in video game [AP, via MCV]

]]>
Fri, 08 Aug 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5034629&view=rss&microfeed=true
<![CDATA[ Mercenaries 2: World in Flames on PlayStation 2 ]]>

We touched on the assignment system in Mercenaries 2: World in Flames and showed you what it looks like on the current gen. However, for all of you that haven't made the switch to the Xbox 360 or PS3 fear not, Mercenaries 2 is also hitting PlayStation 2. If you want to take a look at the linked video you can make a comparison, but our consensus is the PlayStation 2 version ain't half bad. The game comes out to you on August 31st.

]]>
Wed, 06 Aug 2008 17:20:00 MDT Adam Barenblat http://kotaku.com/index.php?op=postcommentfeed&postId=5033875&view=rss&microfeed=true
<![CDATA[ Lord Of The Rings: Conquest Gameplay Video ]]> Snagged on the showroom floor of last week's Comic-Con. It's...certainly looking a lot like Battlefront, which is mostly a good thing. Battlefront with arrows. A lot of arrows. And while everything looks quite lovely, we're still a tad unsure over the choice of levels: in RotK, that battle had thousands of bad guys. This level has a few dozen. Which makes it look like you're on mop-up duty, instead of war-winning duty.

]]>
Mon, 28 Jul 2008 07:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5029851&view=rss&microfeed=true
<![CDATA[ Gary Oldman Confirms Dark Knight Game ]]> The Dark Knight is out. Where's the game? In an interview with G4 TV, thespian Gary Oldman let it slip that a Dark Knight game is "in the works." He described how Lieutenant Gordan is in a small scene on top of the Major Crime Unit building when Batman "jumps off the building and opened his wings to fly away and save the day" — "so it doesn't stop and start," says Oldman, "like you're watching a movie." In the now since pulled interview clip, Oldman did not mention the developer or release date. Rumor has it that Pandemic is working on the title. Neato.

'Dark Knight' Game Leaks [The Feed]

]]>
Tue, 22 Jul 2008 21:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5028018&view=rss&microfeed=true
<![CDATA[ Saturday Timewaster: Pandemic 2 ]]> Ever wanted to decimate the world's population or see if you could develop a super-bug that would leave the globe in utter pandemonium? If the answer is yes, browser-based Pandemic 2 is your game; even if the answer is 'uh, no,' it's an interesting way to while away some time. Watch as your customized disease of choice is let loose on the world, then use your 'evolution points' to mutate the perfect delivery method for a global pandemic — the goal is to have a trail of devastation (and bodies) left in your wake. There are two different modes, 'realistic' and 'relaxed,' so if you're not sure you're ready for a realistic onslaught, you can try your hand with the easier mode.

Pandemic 2 [CrazyMonkeyGames via IndieGames]

]]>
Sat, 19 Jul 2008 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5026998&view=rss&microfeed=true
<![CDATA[ Lord Of The Rings: Conquest Screens ]]> Pandemic have today released some new screens for their Lord of the Rings-does-Battlefront effort, LotR: Conquest. While it's nice to see the game already looking more polished, the decision to try and re-enact the film's major set-pieces in the screens is only going to set people up for disappointment. Those battles were fought by tens of thousands of combatants. This game's "only" going to have around 150. Which is a lot, don't get us wrong, but we're dealing in terms of scale here, people.

]]>
Tue, 15 Jul 2008 01:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5025138&view=rss&microfeed=true
<![CDATA[ Mercenaries 2 Screens Still Blowin' Stuff Up ]]> Considering how great the first game was, and how great that last trailer was, you'd think Mercenaries 2 would be coasting along with a much higher profile than it is right now. But it's not. It's just kind of...plodding along. Oh well, what can you do, but look at these screens and get yourself excited.

]]>
Mon, 14 Jul 2008 23:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5025170&view=rss&microfeed=true
<![CDATA[ Real, Honest-To-God Mercenaries 2 Gameplay Footage ]]>
Have we seen any of this kind of footage? I can't remember any. This is raw, somebody's-on-the-other-end-of-a-controller video of Mercenaries 2 in action, with lead designer Scott Warner taking the wheel to show how the game's objectives can be completed differently using the three available mercenaries. And by "objectives completed" they mean "make everything around you explode".

]]>
Fri, 04 Jul 2008 11:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5022183&view=rss&microfeed=true
<![CDATA[ Lord Of The Rings: Conquest ]]>
There you have it. Our first footage of Pandemic's upcoming LotR game which, for those not in the know, is Battlefront, plus Rohirrim, sans the Stormtroopers. I kinda wish the battles looked...bigger, but then the fact Pandemic were confident enough to release a debut trailer consisting entirely of in-game (or at least very close to in-game) footage is always enough to bolster my confidence in a title.

]]>
Mon, 23 Jun 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5018682&view=rss&microfeed=true
<![CDATA[ More On Pandemic's Lord Of The Rings Game ]]>

Pandemic's upcoming Lord of the Rings: Conquest? Oh, it's so pushing my buttons. All of them. Now that I know some more on the project, well, those buttons are being mashed to within an inch of their worthless, plastic little lives. According to lead designer Sean Soucy, not only will the game feature the epic battles from the movie timeline, but also some other, more intriguing set pieces, such as the Battle of the Last Alliance and even the razing of the Shire. Really. Soucy also sheds some light on the game's "vehicles" and weapons, saying that "Horses, wargs, playable trolls and ents, catapults, siege towers and battering rams" are just "some" of the gear you'll be able to command in the game. So great. Conquest is due in the Fall.

The Lord of the Rings: The Return of the Game [Crispy Gamer]

]]>
Tue, 27 May 2008 21:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5011247&view=rss&microfeed=true
<![CDATA[ Pandemic Get Around To Announcing Their Lord Of The Rings Game [Update] ]]> Worst. Secret. Ever. Ah well, it's public knowledge now, with Pandemic finally releasing the first details on their upcoming Lord of the Rings game. Called Lord of the Rings: Conquest, it's a "spiritual successor" to the studio's previous work on the Battlefront series, and as such will be a fairly similar title. Except there'll now be up to 150 combatants on-screen at any time, with players able to choose from "practically the entire universe" of LotR characters and races.

There'll be two singleplayer campaigns to play through, one presumably "good", the other based on a scenario where Sauron actually gets his hands on the One Ring. As for multiplayer, while there'll be 150 characters on-screen, it'll support only 16 players online at any time, though it will also feature four-player co-op play, including - awesomely - four-player splitscreen co-op on the same console. Game's due sometime in the fall, and will be hitting the 360, PS3 and PC.

I was originally a little sceptical about this whole thing, but 150 guys duking it out on a battlefield (ie sections of Helm's Deep) might - if they can get the level design right - totally nail that LotR "big battle" feel.

UPDATE - Pandemic got in touch with us this morning to let us know that despite the original IGN piece reporting the game would support 8-player online multiplayer, it will in fact support 16. Which should be much more to your liking.

The Lord of the Rings: Conquest Announced [IGN]

]]>
Thu, 08 May 2008 06:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=388386&view=rss&microfeed=true
<![CDATA[ Mercenaries 2 Invades Venezuelan Newspaper ]]> Yesterday Pandemic announced that free-ranging shooter Mercenaries 2 will be hitting stores on Aug. 31. Which is pretty cool, but what's really cool is the newspaper I received from them today.

The copy of the Venezuela Ahora, dated Aug. 31., announces the invasion of Venezuela by Mercenaries in a headline that stretches across the paper in two lines. Underneath is an explosive image of three of the, I don't know, anti-heroes? And a full story. The faux paper also includes a weather report clasificicado, ads and even an little Mercenaries-themed comic strip. You gotta love it... unless your in Venezuela and have a stick up your ass.

Hit the jump for an up-close scan of the the front and back pages.

paper.JPG

]]>
Fri, 04 Apr 2008 13:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=376085&view=rss&microfeed=true
<![CDATA[ Mercenaries 2 Has A Release Date ]]> Hey, remember Mercenaries 2? Yeah, it's that fantastic looking follow up from Pandemic that involves scores of explosions and a pissed off Merc who literally gets ripped a new ass hole. EA and Pandemic have finally nailed down a date—August 31, 2008—for the Xbox 360, PlayStation 3, PlayStation 2 and PC game, making it just a tiny bit late. IGN has a new trailer for Mercenaries 2, something that might reignite your interest in it. It's explodey!

Mercenaries 2 US Release Date Trailer [IGN]

]]>
Thu, 03 Apr 2008 15:40:34 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=375877&view=rss&microfeed=true
<![CDATA[ Pandemic Are Indeed Doing A New Batman Game ]]> Around a year ago, there was speculation that Pandemic were working on the tie-in game for the upcoming Batman movie. Said speculation was right on the money, as courtesy of IGN (who have since pulled the story, but like an elephant I rarely forget), we have confirmation of the game's development. Sort of. See, we know Pandemic are developing, and we know EA will - being Pandemic's new owners - be publishing the game, and...that's it. No platforms, no name, no bullet points about innovative stealth sections and an open-world Gotham City, nothing. IGN's story was most likely removed in exchange for a more "official" announcement, though, so more specific information can''t be too far off.

ignbatman.jpg PS - Just a little something to show that, yes, the IGN story was bonafide.

]]>
Wed, 02 Apr 2008 21:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=375429&view=rss&microfeed=true
<![CDATA[ Pandemic: These EA Kids, They're Not So Bad ]]> So Pandemic are the latest once-promising independent studio to be absorbed into the Electronic Arts hivemind. Cash money influx aside, are they bummed about now being associated with one the industry's less popular institutions? Or worried that their "independent" ideas and concepts will be put to the sword in favour of something like Mercenaries 2009? Nope.

Everyone like me has been waiting for that other shoe to drop and it hasn't, and honestly I'm getting to a point where I don't think it will. You know, like John said, they don't always get things right and it's still going to take time for John [Riccitiello's] vision to fully spread throughout the whole organization. It's a big company, but they get it, you know? There's been no integration, no assimilations.
That was Pandemic President Josh Resnick. Who's keeping. It. Real.
A Post-Independent Pandemic [Next-Gen]
]]>
Fri, 22 Feb 2008 03:30:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=359503&view=rss&microfeed=true
<![CDATA[ Rumor: Pandemic's LOTR Will Be Battlefield-Esque ]]> battlelords.jpg

Yesterday Luke brought you news, via Electronic Arts' analyst meeting, that Pandemic was working on a new Lord of the Rings game.

But at the time that's all we knew. Luke opined that maybe it was something tied to their ability to create games like Mercenaries that deal with destruction in a sandbox environment or that, perhaps, it would be a game that, like Star Wars Battlefront, is all about combat and action over large areas. Close, very close, according to our sources.

We hear that Pandemic's Lord of the Rings will put a Battlefield competitive first-person shooter spin (with mounts) on the beloved fantasy tale and personally, I couldn't be more happy about it. I'd love to mix things up in a rolling war with magic, swords and bows. Dark Messiah almost got it, but in the end somehow missed the mark. Let's see if Pandemic can do better.

When reached for comment Pandemic only said that they'd like to talk more about their upcoming Lord of the Rings title, but that now isn't quite the time.

]]>
Wed, 13 Feb 2008 16:00:28 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=356119&view=rss&microfeed=true
<![CDATA[ Pandemic Working On New Lord Of The Rings Title ]]> My aching sense of disappointment at the cancellation of EA's Lord of the Rings Oblivion clone The White Council still lingers. To be replaced soon, however, with a renewed sense of hope, even if it is - pardon the quote - a fool's hope: EA revealed in an analysts report today that they've set newly-acquired developers Pandemic to work on a Lord of the Rings game.

pandemic.jpg But what kind of Lord of the Rings game? Who knows. The use of Pandemic, they of Mercenaries and Star Wars Battlefront fame, offers some hints. They've shown they can do combat and action over large areas (SW Battlefront). They've shown they can put together a large, sandbox game world (Mercenaries). They haven't shown they can make an RPG, but hey, maybe this new game won't be one. Maybe it'll be Grand Theft Fell Beast. Which, you know...could be even better.

]]>
Tue, 12 Feb 2008 21:20:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=355794&view=rss&microfeed=true
<![CDATA[ Mercenaries 2 Officially Delayed By EA ]]> Electronic Arts announced its quarterly earnings today, officially delaying Mercenaries 2: World In Flames to fiscal year 2009. The game was rumored to have been pushed back from its February release date to August based on retailer listings, with EA officially now providing an April 1, 2008 to March 31, 2009 shipping window for the Pandemic Studios shooter. EA execs did not clarify a more specific date in today's quarterly earnings conference call.

The company provided the same window of release for Battlefield: Bad Company, a Digital Illusions co-op shooter originally slated for a 2007 release. We'll, of course, let you know when we hear more solid release dates for these two shoot-fests.

]]>
Thu, 31 Jan 2008 15:40:04 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=351341&view=rss&microfeed=true
<![CDATA[ Mercenaries 2 Still Pretty ]]> The wait for Mercenaries 2: World In Flames may have gotten even longer recently, but that doesn't detract from the fact that the Pandemic Studios game is still easy on the eyes. Look at those tattoo textures! Positively dreamy! Seven new screens of the PlayStation 3/Xbox 360 explosion simulator are in the gallery below. Next stop, August!

]]>
Mon, 28 Jan 2008 14:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=349752&view=rss&microfeed=true
<![CDATA[ Mercenaries 2 Delayed To August? ]]> mercenaries_2_august_delay.jpgIt would appear that the wait for Mercenaries 2: World In Flames may have gotten a little bit longer, as multiple retailers are listing a late August 2008 release date for the Pandemic Studios shooter. Reader Patrick pointed out that online retailer Amazon is now showing an August 25 release date for the PlayStation 3 and Xbox 360 versions of the game, with GameStop showing the same for the PlayStation 2 and PC versions. The last official word on the game's release was April, something that is now starting to look less likely. The game was originally planned for a holiday 2007 release, but pushed back in September.

We've contacted EA to see if we can get confirmation on the delay, but our requests haven't yet yielded a response. We'll let you know when we know.

]]>
Wed, 23 Jan 2008 19:30:09 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=348314&view=rss&microfeed=true
<![CDATA[ Work and Play: A Peek Inside the Lives of Gaming's Greatest ]]>

I've had a pet project I've been working on for years, three of them if my memory is right. It started as a simple idea: You can judge a lot from a person's desk. I bet you could judge just as much from their home entertainment system. So I decided it would be fun to try and track down some pictures from the work desks and home gaming set-ups of the people who work in and cover the video game industry. Simple right? Not so much.

Turns out that many of the people are either too busy or too private to want to participate in such a project. To make matters worse, there's always fear that something sitting on someone's desk, that ends up in a photo, could actually be news worthy. Like a secret project or the next big thing. But I didn't give up and about once a year I'd harass a bunch of game developers for photos. Finally, this year, the harassment paid off.

What started as a trickle of photos turned quickly into the collection of galleries you'll find on the jump: More than 40 different photo galleries from 17 studios, seven publications, two industry movers and shakers and a couple of fun surprises.

You'll get to see the desk of such greats as Sid Meier, Peter Molyneux and Tetsuya Mizuguchi along with plenty of others. Remember you can comment both on the next page and on each individual photo if you click on them.

If I find there is interest, I will try to periodically update this gallery of galleries with more developers, journalists and industry movers and shakers. Have fun.

DEVELOPERS
2K Games

ASTRO Gaming

Buzz Monkey Software

Capcom

Eat, Sleep, Play

Electronic Arts

Firaxis Games

Flying Lab Software

Gearbox Software

Harmonix Music

Incognito Entertainment

Insomniac Games

Kojima Productions

Lionhead Studios

NanaOn-Sha

Naughty Dog

NCSoft

NetDevil


Neversoft Entertainment


Ninja Theory

Pandemic Studios

Petroglyph Games



THQ

Q Entertainment

JOURNALISTS

Blue's News

BoingBoing

EGM

The Escapist

GameLife

Joystiq

Kotaku






MTV

Slashdot Games

VE3D

VH1

INDUSTRY FOLK


MISCELLANIES
I AM 8-BIT

Penny Arcade

Whorecraft

Video Games Live

]]>
Fri, 11 Jan 2008 17:00:32 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=343590&view=rss&microfeed=true
<![CDATA[ EA Officially Owns BioWare, Pandemic ]]>

It may have been announced a few months back, but Electronic Arts didn't get the keys to BioWare and Pandemic until this month.

Frank Gibeau, president of the EA Games Label, will oversee the studios within EA. Ray Muzyka and Greg Zeschuk of BioWare Corp. have each been named as Vice Presidents of EA and Co-General Managers of BioWare Corp. Pandemic Studios' Andrew Goldman and Josh Resnick have each been named Vice Presidents of EA and Co-General Managers of Pandemic Studios, while Greg Borrud has been named Vice President of EA and Chief Production Officer of Pandemic Studios.

That's a lot of promotions going around.

"BioWare Corp. and Pandemic Studios are two world-class studios and bring strong, highly compatible cultures of creative excellence to the EA Games Label," said Mr. Gibeau. "Their strengths in the RPG, action and adventure genres further broadens EA's portfolio, and reinforces our commitment to creating the world's greatest interactive entertainment."

"Our new EA partnership is already proving to be both positive and productive," said Mr. Resnick. "Pandemic Studios prides itself upon its creative independence while being the best place for top industry talent to work. These values continue to be upheld by all levels of EA and we couldn't be more excited about the future of our studio and our games."

Mr. Muzyka added, "EA has shown great respect for the creative integrity of our studios and BioWare's core values of quality in our workplace, quality in our products, and entrepreneurship. Operating as a city-state within the larger EA studio family, our talented teams at BioWare Edmonton and BioWare Austin are empowered to continue delivering powerful emotional experiences through our story-driven games."

Sounds like everybody is jazzed about the deal so far, lets see how they feel in six months.

EA COMPLETES ACQUISITION OF VG HOLDING CORP. - WELCOMES BIOWARE CORP. AND PANDEMIC STUDIOS TO THE EA GAMES LABEL [Games Industry]

]]>
Mon, 07 Jan 2008 10:02:18 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=341619&view=rss&microfeed=true
<![CDATA[ New Mercs 2 Screens Prove Things Still Blowing Up Just Fine ]]> When we played Mercenaries 2: World in Flames at the Leipzig Games Convention last year, we walked away with the impression that stuff blows up. It would appear that stuff will continue to blow up, as new screens from Pandemic would indicate. If you look closely at the in-game screen shot above, you might be able to pick out one of the things that blows up. Mercs 2 feels like it's already been released for some reason, but it seems it hasn't. Regardless of my confusion about how time flows, a handful of new official screens are in our mini-gallery below.

]]>
Thu, 03 Jan 2008 19:20:40 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=340343&view=rss&microfeed=true
<![CDATA[ U.S. Gov't Okays EA's Bioware Pandemic Purchase ]]> Good news for both the VG Holding Corporation and Bioware/Pandemic employees on the receiving end of some $155 million, as the Federal Trade Commission is pleased to announce that EA's purchase of the developers is just peachy. The $755 million buy out by Electronic Arts was approved by Federal Trade Commission regulators and should go through by January of 2008. Development on the Madden RPG is expected to begin in the Spring.

Regulators Clear Electronic Arts Deal [AP/Yahoo!]

]]>
Mon, 05 Nov 2007 19:20:01 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=319114&view=rss&microfeed=true
<![CDATA[ Analysts Put Microsoft Studio Departures Under Analyzer ]]> shane_kim_bs.jpgThe "loss" of Bungie and the closing of FASA Studio, paired with the third-party snatching up of Bizarre Creations and Bioware-Pandemic led Newsweek blogger N'Gai Croal to key his editorial on a Microsoft "shell shocked" by losses, writing that the aforementioned development houses slipping through Microsoft Game Studios' fingers "strongly suggest that the house that Shane Kim built may rest on quicksand." Sure, some may say that's leaning toward internet-appropriate melodrama, but it certainly didn't appear to be a corporate "win-win", Microsoft's description of the Bungie deal. One group that doesn't see it as a Big Deal is the beloved analyst population.

Instead, expert analyzers like David Cole of DFC Intelligence and (wait for it...) Michael Pachter of Wedbush Morgan focus on the meaning of the departures, closings and acquisitions in regard to how seemingly unimportant they are in the big picture.

Pachter told GameDaily BIZ that "I'm not sure that MGS is any worse off" highlighting the still in-house teams at Lionhead and Rare, adding that the company has a solid track record of securing exclusive and "there is no reason to believe that they won't be able to manage several more exclusives going forward."

Todd Greenwald of Nollenberger Capital Partners deems the question practically moot, responding "I think the better question is - why isn't Sony doing more to acquire 1st party studios, or at least secure more 3rd party exclusives? They're the ones who need to be doing this, not Microsoft."

More stinging analysis at GameDaily BIZ.

Microsoft Game Studios' Foundation Resting on Quicksand? [GameDaily BIZ]

]]>
Tue, 23 Oct 2007 18:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=314125&view=rss&microfeed=true
<![CDATA[ Pandemic Shows EA Their Cock ]]>

Yesterday, EA CEO John Riccitiello, EA Games Label President Frank Gibeau and a few other top EA folks traveled down to Pandemic Studios to say hi to the recently acquired company and welcome them into the EA family.

But the Pandemic folks thought it would be fun to turn the tables and welcome EA into their family instead. Andrew Goldman and Josh Resnick (Pandemic Co-Founders) dyed their hair "Pandemic" yellow, while the entire company showed up wearing their Pandemic t-shirts.

When Riccitiello and Gibeau got on stage to take questions, a Mercenaries 2 team member decided to ask his question dressed in his signature chicken-suit garb. So now Pandemic is hiring... just kidding. Apparently Riccitiello and Gibeau both have a sense of humor.

]]>
Tue, 16 Oct 2007 13:00:02 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=311470&view=rss&microfeed=true
<![CDATA[ Newsweek Explores Microsoft's Studio Break Ups ]]> anthrax_killer_Bs.jpgWhile at Nintendo's recent media event, MTV's Stephen Totilo approached me with an excited "Didja hear?" No, nobody tells me anything. "EA acquired Bioware-Pandemic," he said. Another developer added to the collective consciousness of the Electronic Arts mothersphere, another developer handling a high profile Microsoft Game Studios franchise departing for greener pastures. Following similar news that Bungie and Bizarre Creations were, respectively, separated and purchased outright by Activision, one has to wonder what's going on at Microsoft. And when exactly can we expect Mass Effect II for the PLAYSTATION 3?

Fortunately, the Wu-Tang Clan to my Anthrax, N'Gai Croal, doesn't specialize in wholly inappropriate and meaningless analogy as I do, he focuses on the impact of these three "killer B's" leaving the fold in various capacities. More importantly, he wonders what these departures will have on the Xbox 360 library over the following years.

Probably most important for Microsoft following a strong holiday 2007 line up—where do they go from here? With talent shifting allegiances and IP ownership unknown, to which franchise dock will Shane Kim and crew tie the good ship 360? Read on for N'Gai's thoughts on the matter.

Flight of the Killer B's: As Bizarre, Bungie and BioWare Flee the Redmond Hive, What Does This Mean For Microsoft Game Studios? [Level Up]

]]>
Mon, 15 Oct 2007 17:20:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=311126&view=rss&microfeed=true
<![CDATA[ Bioware and Pandemic Call Transcript ]]>

We liveblogged yesterday's conference call with Electronic Arts about their buyout of Bioware and Pandemic studios, but that was really just about grabbing some of the highlights. Hit the jump if you want to read the entire script of their pitch and delivery which includes confirmation that BioWare, not Microsoft, owns the Mass Effect IP, that Pandemic is working on several unannounced titles and that BioWare's MMO is several years out.


Good afternoon and welcome to our call.

Today on the call we have:

John Riccitiello - Chief Executive Officer
Warren Jenson - Chief Financial and Administrative Officer and
Frank Gibeau - President of EA Games

Before we begin - I'd like to remind you that:

• You may find copies of our SEC filings, our press release and a replay of the webcast on our web site at http://investor.ea.com. Shortly after the call - we will post a copy of the script on our website.

• During the course of this call - we may make forward-looking statements regarding future events, the proposed acquisition of VGH by EA, and the future financial performance of the company. We caution you that actual events and results may differ materially. We refer you to EA's most recent Forms 10-K and 10-Q for a discussion of risk factors that could cause actual results to differ materially from those discussed today. We make these statements as of October 11, 2007 and disclaim any duty to update them.

And now - I'd like to turn the call over to Warren.

Good afternoon and thanks for joining us.

We are pleased to announce that we have reached a definitive agreement with Elevation Partners to acquire two major game developers - BioWare based in Edmonton, Canada and Austin, Texas and Pandemic based in Los Angles and Brisbane, Australia

• BioWare - founded and led by Greg Zeschuk and Ray Muzyka - is the renowned producer of blockbuster franchises such as Baldur's Gate, Knights of the Old Republic and the much anticipated Mass Effect*.

• Pandemic - led by Josh Resnick, Andrew Goldman and Greg Borrud - is best known for titles like Star Wars Battlefront and Mercenaries.

• Both studios have strong creative cultures that will be a great fit with EA.

We welcome these teams to our company.

For the next few minutes I'll walk you through our strategic rationale for this acquisition and some of the deal specifics. I'll then turn it over to John to share his thoughts. Following these brief remarks - John, Frank and I will be happy to take your questions.

Why this Deal?

We have looked at a lot of companies - and have had our eye on these studios for several years. Together - these studios represent one of the most prolific and high quality creative organizations in the industry. This is a powerful combination of creative talent and portfolio strength. To sum it up - we have not seen many opportunities that bring so many high potential assets together under one roof.

Let me touch on each of these points in more detail

First - these are premier developers proven by a strong track record.

• BioWare is clearly one of the foremost RPG developers in the world. Knights of the Old Republic (Lucas), Neverwinter Knights (Wizards), Baldur's Gate (Wizards) and Jade Empire (owned) - all speak for themselves. The average metacritic rating coming out of this studio over the last 12 years is 88. And - Mass Effect is on the way- an owned IP that will be published by Microsoft.

• Pandemic is best known for creating Action games and developing its own IP. Pandemic worked with Lucas Arts to develop the award winning Star Wars: Battlefront I and II and Clone Wars - each selling more than three million copies. In addition - the studio had great success with two owned and highly rated IPs - Mercenaries and
Full Spectrum Warrior. Pandemic is currently working on several new titles - including Mercenaries 2 (owned) and Saboteur (owned).

Second - this acquisition fills out a gap in our genre line-up. We are currently underrepresented in key genres - RPG, Action and Adventure. In calendar year 2006 - these genres represented 36 percent of the North America segment and we estimate 29 percent in Europe.

With Pandemic and BioWare - we now how have the potential to move into a strong competitive position in these genres as we expect to bring 10 franchises to market in the next few years - six of which are wholly owned.

Third - further expansion into the MMO space. BioWare is developing an MMO in their Austin studio. While still a couple of years out - we think there is real potential.

Fourth - we project solid long term financial returns. In fiscal 2009 and 2010 - we expect the BioWare and Pandemic properties to:

• Deliver revenue (ex deferral) in excess of $300 million annually - including the EA Partner titles.
• Generate Non-GAAP gross margins in excess of 65 percent.
• Looking at Non-GAAP EPS - we would expect the transaction to be dilutive to EA's fourth quarter results by roughly $0.05. Break even in fiscal 2009 and solidly accretive thereafter. Were it not for our existing EA Partners relationship (Mercenaries 2 and two un-announced EAP titles) - the transaction would have been accretive in fiscal
2009.

Finally - these teams are a great cultural fit. We have deep respect for their talent, high quality games and passion for our industry. We know these guys - they know us - it's a natural fit. Further - this is a straight forward integration - a powerful developer with limited overhead.

Now let me share with you some deal specifics and additional financial information. In total we are paying $860 million in consideration including:
• $655 million in cash (including bridge loan) and - up to - an additional $155 million in equity to employee owners. All of the equity portion has time or performance based vesting triggers.
• EA will also assume outstanding VG Holding Corp. stock options.

The acquisition is subject to customary closing conditions, including regulatory approvals.

We expect the closing to occur in early January 2008.

• On a GAAP EPS basis, we expect the acquisition to be dilutive to EA fiscal 2008 results by approximately $0.30 to $0.40, due to non-recurring acquisition-related charges, stock-based compensation and amortization of intangible assets. In fiscal 2009 - we anticipate the acquisition will continue to be dilutive on a GAAP basis given
revenue deferrals, on-going stock based compensation and intangible asset amortization.

• A few things to keep in mind relative to GAAP EPS -

• Off the $155 million of equity - roughly $125 million will be amortized to the P&L as stock based compensation over the next four years.
• For assumed options and newly granted equity - we estimate an additional $40 million will be amortized as stock based compensation over the next four years.
• Our GAAP charges for fiscal 2008 are preliminary as final valuation work has not been completed.
• As I mentioned earlier - on a Non-GAAP basis, we would expect the transaction to be dilutive to EA's fourth quarter results by roughly $0.05, break even in fiscal 2009 and solidly accretive thereafter. Were it not for our existing EA Partners relationship. (Mercenaries 2 and two unannounced EAP titles) - the transaction would have been accretive in fiscal 2009.

In closing - we are excited about this acquisition and what it brings to EA, and what it brings to our shareholders and our customers. This is an important step for us in driving growth and profitability over the long term.

Now let me turn the call over to John.

This is John.

As many of you know, while I was with Elevation Partners, I brought these studios together and led this business as CEO. I see this transaction as a big plus for EA - this strategic move speaks directly to our initiatives on quality, online, growth and new IP. I'm extremely familiar with the people, the properties and the extraordinary potential of these two studios.

As you probably know, I have a residual financial interest in Elevation Partners. Depending on the overall performance of the fund, this acquisition is likely to result in a personal financial benefit at some point in the future. More information is included in our 8-K. Given this - EA's board of directors instituted a process under which members of the audit committee engaged directly and independently from me with the management team throughout the decision making process. This was done in order to ensure deal independence.

Let me close by saying that I couldn't be happier to bring these studios to EA.

Now we would be happy to take your questions.

]]>
Fri, 12 Oct 2007 08:00:06 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=310153&view=rss&microfeed=true
<![CDATA[ EA Buys Bioware, Pandemic ]]> 16ele184.jpg

Electronic Arts just announced that they have "acquired" both BioWare and Pandemic Studios. EA cut a deal with Elevation Partners to buy up VG Holding Corp, which owns both companies.

"These are two of the most respected studios in the industry and I'm glad to be working with them again. They'll make a strong contribution to our strategic growth initiatives on quality, online gaming and developing new intellectual properties," said John Riccitiello, EA's Chief Executive Officer. "We also expect this will drive long-term value for our shareholders."

"Pandemic Studios remains focused on attracting the best talent and creating blockbuster action games," said Josh Resnick, President and Co-founder of Pandemic Studios. "As a worldwide publishing leader, EA represents the ideal partner to bring our titles to market as global entertainment events."

"We are truly excited by John Riccitiello's new vision for EA," said Ray Muzyka, Co-founder and CEO of BioWare Corp. "This vision is consistent with BioWare's focus on crafting the highest quality story-driven games in the world. It will enable us to further the careers of the passionate, creative and hard working teams at BioWare Edmonton and BioWare Austin."

EA paid up to $620 million in cash to the stockholders of VG Holding to get their hands on the companies, They also gave $155 million in equity to "certain employees of VG Holding" and is lending the company up to $35 million.

I suppose this news isn't exactly shocking since John Riccitello headed up Elevation Partners, along with Apple's Fred Anderson and Bono.

Sure Riccitiello likened VG Holdings to Pixar, saying that the company would have the ability to cut bigger deals with the likes of... EA, but I guess they made an offer too good to refuse.

EA To Acquire BioWare Corp. and Pandemic Studios

Leaders in RPG, Action and Adventure Genres; Ten Franchises in Development - Six Wholly Owned

REDWOOD CITY, Calif.—(BUSINESS WIRE)—Electronic Arts Inc. (NASDAQ:ERTS) today announced an agreement with Elevation Partners to acquire VG Holding Corp. — the owner of both BioWare Corp. and Pandemic Studios. This acquisition gives EA a strong competitive position in key genres in interactive entertainment: action, adventure and role-playing games. The two studios have been recognized for creating some of the highest-quality games in the industry.

BioWare Corp. and Pandemic Studios have ten franchises under development, including six wholly owned games. BioWare Corp. is currently developing the highly anticipated Mass Effect, which will be published by Microsoft in November, and is in the early development stages of a massively multiplayer online game. Pandemic Studios is redefining open-world games with its upcoming Mercenaries 2: World in Flames™ and Saboteur™, in addition to several unannounced projects.

Pandemic Studios and BioWare Corp. employ roughly 800 people across four studios located in Edmonton, Canada; Los Angeles; Austin; and Brisbane, Australia.

"These are two of the most respected studios in the industry and I'm glad to be working with them again. They'll make a strong contribution to our strategic growth initiatives on quality, online gaming and developing new intellectual properties," said John Riccitiello, EA's Chief Executive Officer. "We also expect this will drive long-term value for our shareholders."

Pandemic Studios is led by Andrew Goldman, Josh Resnick and Greg Borrud. BioWare Corp. is jointly led by Greg Zeschuk and Ray Muzyka. These teams will join the EA™ Games Label run by Frank Gibeau, President of EA Games.

"Pandemic Studios remains focused on attracting the best talent and creating blockbuster action games," said Josh Resnick, President and Co-founder of Pandemic Studios. "As a worldwide publishing leader, EA represents the ideal partner to bring our titles to market as global entertainment events."

"We are truly excited by John Riccitiello's new vision for EA," said Ray Muzyka, Co-founder and CEO of BioWare Corp. "This vision is consistent with BioWare's focus on crafting the highest quality story-driven games in the world. It will enable us to further the careers of the passionate, creative and hard working teams at BioWare Edmonton and BioWare Austin."

EA will pay up to $620 million in cash to the stockholders of VG Holding Corp. and will issue up to an additional $155 million in equity to certain employees of VG Holding Corp., which will be subject to time-based or performance-based vesting criteria. EA will also assume outstanding VG Holding Corp. stock options. In addition, EA has agreed to lend VG Holding Corp. up to $35 million through the closing of the acquisition.

Transaction and Financial Information

* The acquisition is subject to customary closing conditions, including regulatory approvals.
* The transaction is expected to close in January 2008.
* On a GAAP basis, the acquisition is expected to be dilutive to EA's fiscal 2008 results by approximately $0.30 to $0.40 due to non-recurring acquisition-related charges, stock-based compensation and amortization of intangible assets. This amount is a preliminary estimate based on currently-available information and is subject to change.
* On a non-GAAP basis, the acquisition is expected to be dilutive to EA's fiscal 2008 fourth quarter results by approximately $0.05. This amount is a preliminary estimate based on currently-available information and is subject to change.

]]>
Thu, 11 Oct 2007 14:42:07 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=309937&view=rss&microfeed=true
<![CDATA[ Pandemic Responds to Angry Venezuelans ]]>

It looks like The Venezuela Solidarity Network crowing over the Mercenaries 2 delay didn't go unnoticed.

Josh Resnick, president of Pandemic Studios, took a second to shoot out this quick response about the VSN and their claims that the game's plot has been made more fictional due to pressure from the group and part owner Bono:

Pandemic Studios never has and never will be intimidated by tyrants.  Our invasion is on schedule: Mercenaries 2 will be released in early 2008.

See what he did there? He aped the story in the game, the whole overthrow-of-the-Venezuelan-government-by-a-drug-lord-turned-dictator dealio. Clever! Personally, I don't care if it's set in my house, as long as I can level entire neighborhoods with explosives.

]]>
Thu, 04 Oct 2007 13:00:42 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=307197&view=rss&microfeed=true
<![CDATA[ Mercenaries 2 Not Blowing Shit Up This Year ]]> Pandemic Studios free-roaming shooter Mercenaries 2: World In Flames looks like it won't make its previously planned ship date of holiday 2007. According to CVG, the game has been pushed into 2008, with retailer Gamestop backing up that claim, informing customers today that it has been delayed to April of next year.

Mercenaries 2 publisher EA did not provide an official reason for the delay to the European outlet, but I suspect dev kit eating goblins were involved. While most delays are a good thing ultimately for gamers because it afford opportunity for polish, this one is doubly beneficial, giving us more cash to spend on the other bazillion must-haves this season.

Mercenaries 2 Delayed [CVG]

]]>
Tue, 04 Sep 2007 17:40:05 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=296391&view=rss&microfeed=true
<![CDATA[ Dell Sponsors Frag Dolls, Team Pandemic ]]> Romine_Morgan_07.jpg

Dell is sponsoring a search for the "most hardcore, competitive female PC gamer" to offer her a spot on the Frag Dolls, as part of their sponsorship of the Ubisoft gaming team.

"We can't wait to welcome a new Frag Doll to the team," said Morgan "Rhoulette" Romine, Frag Doll team captain. "One of our goals is to be advocates for gaming on all platforms and Dell is an ideal partner to help us make this a reality."

Dell is also sponsoring Swedish pro-gamers Team Pandemic, setting the team up with Dell XPS systems and then sending them around to universities to host on-site and online collegiate gaming tourneys.

Hit the jump for the full release.

GET PWNED! DELL SPONSORS FRAG DOLLS AND TEAM PANDEMIC
Female Gamers to Compete for Spot on Frag Doll Roster


ROUND ROCK, Texas, July 20, 2007 - Ready to get PWNED by the most talented gamers?
Two of the world's most recognized gaming teams - Team Pandemic and Ubisoft's Frag Dolls - have scored sponsorships from Dell, the company announced today. The deals bring together some of the best professional gaming talent in the industry, male and female, and the best PC gaming products, specifically Dell XPS™ gaming platforms.
"With these sponsorships, Dell is ratcheting up its ability to network and play directly with college student and women gamers, via gaming events, online forums and other digital media," said Susan Kittleson, director of Dell games and customer marketing. "Dell wants to showcase PC gaming at its highest level, and there's no better way than to partner the best talent with our awarding-winning hardware."
As part of the Frag Dolls' sponsorship, Dell and the team will launch a search for the most hardcore, competitive female PC gamer and offer her a spot in the unique lineup — and the opportunity to compete in tournaments around the world. Female gamers who think they're tough enough to go head-to-head against the world's best can sign up at www.fragdolls.com. Applicants will have the opportunity for in-person interviews Aug. 2-5 in the Dell booth at QuakeCon in Dallas. Qualifiers will compete in the finals on games like Tom Clancy's Rainbow Six® Vegas at Penny Arcade Expo (PAX) in Seattle, Aug. 24-26. The winner will be offered a spot on the team.
The Frag Dolls, a team of seven dedicated female gamers assembled by game publisher Ubisoft, are recognized as some of the best players in the world. In addition to attending gaming events, members of the unique and popular gaming team will post monthly columns with tips and trends, participate in podcasts and interviews, and post blogs on a special section of Dell's new interactive web destination, www.delllounge.com.
"We can't wait to welcome a new Frag Doll to the team," said Morgan "Rhoulette" Romine, Frag Doll team captain. "One of our goals is to be advocates for gaming on all platforms and Dell is an ideal partner to help us make this a reality."
The Dell University program is also sponsoring Team Pandemic under the Dell Unleashed banner. Team Pandemic will be the first pro-gaming team to exclusively game on Dell XPS systems featuring Intel® Core™ 2 Duo processors and Microsoft® Windows Vista™ Ultimate.
"Dell's college initiative provides us the opportunity to work closely with the industry's technology leaders," said Chris Lemley, president of Team Pandemic. "With Dell Unleashed as a title partner, we have a unique variety of media to further reach the college-aged gamer."
This fall, Team Pandemic and Dell will travel to several university campuses to host on-site and online collegiate gaming tournaments. Top individual prizes will include a trip to Sweden with Team Pandemic for the World Series of Video Game finals. For more information about Team Pandemic's Unleashed activities, go to www.TeamPandemic.net.
The Dell University program offers education discounts and customized PC bundles, including XPS systems, for students, faculty, and staff at hundreds of participating schools across the country. More information and eligibility requirements are at www.DellUnleashed.com.

]]>
Fri, 20 Jul 2007 14:00:29 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=280748&view=rss&microfeed=true
<![CDATA[ Venezuelans Want Bono To Stop Mercenaries 2 ]]> WE WON'T GET FOOLED AGAINThe Venezuelan Solidarity Network is none too happy with the setting of Pandemic Studios developed Mercenaries 2: World In Flames, reports Gamespot. They join Venezuelan politicians in their distaste for the tyrant-overthrowing shooter based in their country of choice.

To wit, the VSN has decided to take it to the top! Or at least the most recognizable name sitting on the board at Elevation Partners, U2 frontman Bono. The Elevation group has invested heavily into Pandemic and certain Venezuelans are concerned that the game will "deepen an already antagonistic relationship between the U.S. and Venezuelan governments."

They add "Millions of Venezuelans fear an invasion from the U.S.; knowing that a company that works for the U.S. military has created a game in which their country is completely destroyed will increase those concerns."

Now, maybe I'm just overly rational and think these folks are spinning their wheels, but you can decided for yourself after reading the impassioned letter to Mr. Vox after the jump.

Mercs 2 has Bono under fire [Gamespot]

Dear Bono,

We hope that this letter finds you well. We applaud your efforts to erase the plagues of debt and famine from our planet and hope 2007 will bring new energy and advances in these struggles. We write with the hope that, while addressing these significant international issues, you will also use your considerable influence in a matter that is closer to home - a violent video game that has the potential to increase tensions between the U.S. and Venezuela while promoting violence in our communities.

Our faith traditions motivate us to confront the international debt problem that robs human dignity and calls us to counter the culture of violence that pervades our society today. The celebration of violence in much of our media, music and video games is poisoning our children. Games such as "Mercenaries 2" only serve to deepen the alienation that already exists in our society, creating fear that drives people away from each other. As people of faith, we are called to a different way of life. "Mercenaries 2" is an extremely realistic and vicious game in which the player leads a mercenary team to kill a "power hungry tyrant" that has taken control of oil supplies in Venezuela. Images of downtown Caracas are depicted as being completely destroyed during the game, and any "people" on the streets are to be killed.

Pandemic Studios, a company in which your investment partnership has financed hundreds of millions of dollars, is the creator of this game. Behavioral science research demonstrates that playing violent video games increases the likelihood of aggressive behavior, particularly in children and youth. A game like "Mercenaries 2" in which the player assumes the role of killer in scenes that appear very life-like is even more likely to provoke aggressiveness. Of equal concern is the fact that the game inevitably will provoke increased tensions between the U.S. and Venezuela. Pandemic Studios has made a similar training game for the U.S. military. This fact is not overlooked by Venezuelans, who see this as further evidence of U.S. government hostility toward their country.

We ask that you do whatever is necessary to see that "Mercenaries 2" is pulled from stores and not sold anywhere. We also ask you to reconsider your investment in a company that glorifies violence and militarization. Most of our organizations have reconsidered past investments in companies involved in life-draining activities and have reoriented our investments to support more life-encouraging companies. We hope that you will consider the same. We feel your connection with this game detracts from your image as a human rights defender. In the end, to paraphrase a statement of yours, we all know that history, like God, is watching what you do. We look forward to your response and would welcome a meeting to discuss these concerns further.

In Peace,

Marie Dennis,
Director, Maryknoll Office for Global
Concerns, Washington, DC

Rabbi Michael Lerner
Editor, Tikkun magazine, Berkeley, CA

Rev. A David Bos, Presbyterian
Minister and founder of Interfaith
Community Ministry Network,
Louisville, KY

Fr. Joe Nangle, OFM
Pax Christi USA Ambassador for Peace,
Washington, DC are

]]>
Wed, 21 Mar 2007 18:40:36 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=246070&view=rss&microfeed=true
<![CDATA[ Probst Out, Riccitiello In As EA CEO ]]> PROBSTThe world's largest third-party publisher of video games saw a transition at the top level today as Electronic Arts announced that Larry Probst would no longer act as CEO of the company starting April 2. In his stead will be former EA COO and president John Riccitiello, who left the company in 2004 to join Elevation Partners.

At Elevation, Riccitiello was responsible for the private equity firm's video game division and oversaw the merger of developers Bioware and Pandemic.

Probst, a 23-year veteran of EA, will continue as executive chairman of the board of directors and take solace in his $37 million worth of EA stock.

Sweet release after the jump.

John Riccitiello Named Chief Executive Officer of EA

Larry Probst Continues as Executive Chairman of the Board of Directors

REDWOOD CITY, Calif.—(BUSINESS WIRE)—Electronic Arts today announced that effective April 2, John Riccitiello will serve as the company's Chief Executive Officer and will join the Board of Directors. Larry Probst will continue as Executive Chairman of the Board of Directors.

Mr. Riccitiello served previously as EA's President and Chief Operating Officer responsible for global publishing, online and other corporate functions before leaving the company in 2004.

"We're happy to welcome John back as EA's new CEO," said Larry Probst. "His skill and vision as an executive and his experience in our industry have earned him the respect of our employees and shareholders."

"Leading EA has always been my dream job and I am truly honored that Larry and the Board have given me this opportunity," said John Riccitiello. "This is an extremely well-run company driven by outstanding studio and publishing teams. They've also made strategic investments in new platforms and markets that will help extend EA's industry leadership in the years ahead."

After leaving EA in 2004, he became a co-founder and Managing Partner at Elevation Partners. Among his responsibilities at Elevation, John oversaw the group's videogame business. Mr. Riccitiello also serves on the board of directors of Hyperion Solutions Corporation.

Some statements in the future tense contained in this release are forward-looking statements that are subject to change. These forward-looking statements are subject to risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth in the forward-looking statements. Some of the factors which could cause the Company's results to differ materially from its expectations are described in the Company's Annual Report on Form 10-K for the year ended March 31, 2006 and Quarterly Report on Form 10-Q for the quarter ended December 31, 2006. These forward-looking statements speak only as of the date of this release and Electronic Arts assumes no obligation and does not intend to update these forward-looking statements.

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 videogame systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTS(TM), EA(TM), EA SPORTS BIG(TM) and POGO(TM). In fiscal 2006, EA posted revenue of $2.95 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.

All trademarks are the property of their respective owners.

]]>
Mon, 26 Feb 2007 15:20:56 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=239830&view=rss&microfeed=true